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authorShayne Halvorson <N78291@gmail.com>2011-02-13 13:54:58 -0500
committerAdam Borowski <kilobyte@angband.pl>2011-02-13 22:02:26 +0100
commit1eacdc086848607bd18e8e7fdbdf15f0e9669268 (patch)
tree8b7b86d28b876bcc3a0b14e01cf32bdbbd77c52c /crawl-ref/source/behold.cc
parent8d5a0743cfad5e0e045c34f1924db4d0f4e782a0 (diff)
downloadcrawl-ref-1eacdc086848607bd18e8e7fdbdf15f0e9669268.tar.gz
crawl-ref-1eacdc086848607bd18e8e7fdbdf15f0e9669268.zip
Make it less likely the demon axe will trap the player.
* Mesmerisation no longer works through translucent walls. * The demon axe will only cause the player to be mesmerised by one monster at a time, so the player can't be unable to move due to monsters on two sides. * Preventing noise from stopping the demon axe's effect actually works. This still leaves monsters that can't or won't reach the player in the middle of a deep water or lava pool as a general mesmerisation issue (that sewer vault with the siren at the end, for instance).
Diffstat (limited to 'crawl-ref/source/behold.cc')
-rw-r--r--crawl-ref/source/behold.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/behold.cc b/crawl-ref/source/behold.cc
index 8cf8190426..c8d23e29e3 100644
--- a/crawl-ref/source/behold.cc
+++ b/crawl-ref/source/behold.cc
@@ -220,7 +220,7 @@ bool player::possible_beholder(const monster* mon) const
return (false);
return (mon->alive() && !mon->submerged()
- && see_cell(mon->pos()) && mon->see_cell(pos())
+ && see_cell_no_trans(mon->pos()) && mon->see_cell_no_trans(pos())
&& !mon->wont_attack() && !mon->pacified()
&& (mons_genus(mon->type) == MONS_MERMAID
&& !silenced(pos()) && !silenced(mon->pos())