make damage type -> boom type DRY
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@@ -9,6 +9,7 @@ void use_item(short pc,short item);
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bool use_space(location where);
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bool adj_town_look(location where);
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void set_sound_type(eDamageType dam_type, short& sound_type);
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short get_boom_type(eDamageType dam_type);
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short damage_monst(cCreature& which_m, short who_hit, short how_much, eDamageType dam_type, short sound_type = -1, bool do_print = true);
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void petrify_monst(cCreature& which_m,int strength);
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void kill_monst(cCreature& which_m,short who_killed,eMainStatus type = eMainStatus::DEAD);
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