make damage type -> sound type DRY

And while I'm at it, resolve a TODO note and remove a bunch of unnecessary 0s
This commit is contained in:
2024-11-26 13:07:37 -06:00
committed by Celtic Minstrel
parent d870180591
commit 3068e97868
9 changed files with 74 additions and 75 deletions

View File

@@ -8,7 +8,8 @@ void use_spec_item(short item, bool& need_redraw);
void use_item(short pc,short item);
bool use_space(location where);
bool adj_town_look(location where);
short damage_monst(cCreature& which_m, short who_hit, short how_much, eDamageType dam_type, short sound_type, bool do_print = true);
void set_sound_type(eDamageType dam_type, short& sound_type);
short damage_monst(cCreature& which_m, short who_hit, short how_much, eDamageType dam_type, short sound_type = -1, bool do_print = true);
void petrify_monst(cCreature& which_m,int strength);
void kill_monst(cCreature& which_m,short who_killed,eMainStatus type = eMainStatus::DEAD);
void special_increase_age(long length = 1, bool queue = false);