Decouple mon state adjustment from find_roll_to_hit
If you have a function named like that, and it goes and changes the monster state, that's just wrong. Move waking up the monster from the hit into separate function.
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@@ -2707,6 +2707,7 @@ extern void dynamic_multi_reason(struct monst *, const char *, boolean);
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extern void erode_armor(struct monst *, int);
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extern boolean attack_checks(struct monst *, struct obj *);
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extern void check_caitiff(struct monst *);
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extern void mon_maybe_wakeup_on_hit(struct monst *);
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extern int find_roll_to_hit(struct monst *, uchar, struct obj *, int *, int *);
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extern boolean force_attack(struct monst *, boolean);
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extern boolean do_attack(struct monst *);
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