use special_damage_msg, as with draining.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8636 c06c8d41-db1a-0410-9941-cceddc491573
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if (mons_near(this) && player_monster_visible(this))
{
mprf("%s %s!", name(DESC_CAP_THE).c_str(),
amount > 0 ? "rots" : "looks less resilient");
}
// If quiet, don't clean up the monster in order to credit properly.
hurt(agent, immediate, BEAM_MISSILE, !quiet);
void melee_attack::rot_defender(int amount, int immediate)
{
if (defender->rot(attacker, amount, immediate, true))
{
if (defender->atype() == ACT_MONSTER && defender_visible)
{
special_damage_message =
make_stringf(
"%s %s!",
def_name(DESC_CAP_THE).c_str(),
amount > 0 ? "rots" : "looks less resilient");
}
}
}