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authorSteve Melenchuk <smelenchuk@gmail.com>2014-03-26 13:24:19 -0600
committerSteve Melenchuk <smelenchuk@gmail.com>2014-03-26 13:24:19 -0600
commit3e1e60c28bb4abce6d4e0a5a673c41b4dc520a1e (patch)
treef289e3d62a4eec01fa4fd1058522633dd3a1d693 /crawl-ref/source/cloud.cc
parent9e948d2023b174916ce3c57b1c4790d12fc0eff3 (diff)
downloadcrawl-ref-3e1e60c28bb4abce6d4e0a5a673c41b4dc520a1e.tar.gz
crawl-ref-3e1e60c28bb4abce6d4e0a5a673c41b4dc520a1e.zip
Don't let scrying preserve otherwise-out-of-LOS clouds (simm).
RIP secret tech.
Diffstat (limited to 'crawl-ref/source/cloud.cc')
-rw-r--r--crawl-ref/source/cloud.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/cloud.cc b/crawl-ref/source/cloud.cc
index 01a023c371..39dc3b7994 100644
--- a/crawl-ref/source/cloud.cc
+++ b/crawl-ref/source/cloud.cc
@@ -363,7 +363,7 @@ void manage_clouds()
int dissipate = you.time_taken;
// If a player-created cloud is out of LOS, it dissipates much faster.
- if (cloud.source == MID_PLAYER && !you.see_cell(cloud.pos))
+ if (cloud.source == MID_PLAYER && !you.see_cell_no_trans(cloud.pos))
dissipate *= 4;
// Fire clouds dissipate faster over water,