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authorRobert Vollmert <rvollmert@gmx.net>2009-10-22 19:13:56 +0200
committerRobert Vollmert <rvollmert@gmx.net>2009-10-22 22:37:09 +0200
commit1fdd4abbce290f4d656bf29ce65d70ab5025871d (patch)
treec258b3f9f522191f19f3c45315969905be4d9aa8 /crawl-ref/source/spells2.cc
parent8d4d79655dd503417920299808993cef658bdde0 (diff)
downloadcrawl-ref-1fdd4abbce290f4d656bf29ce65d70ab5025871d.tar.gz
crawl-ref-1fdd4abbce290f4d656bf29ce65d70ab5025871d.zip
Get rid of player_monster_visible.
The special casing for drowning monsters appears to have been obsoloted by checking ENCH_SUBMERGED instead of calling mons_is_submerged.
Diffstat (limited to 'crawl-ref/source/spells2.cc')
-rw-r--r--crawl-ref/source/spells2.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/spells2.cc b/crawl-ref/source/spells2.cc
index 66a8422b87..c3e553e950 100644
--- a/crawl-ref/source/spells2.cc
+++ b/crawl-ref/source/spells2.cc
@@ -197,7 +197,7 @@ int detect_creatures(int pow, bool telepathic)
if (monsters *mon = monster_at(*ri))
{
// If you can see the monster, don't "detect" it elsewhere.
- if (!mons_near(mon) || !player_monster_visible(mon))
+ if (!mons_near(mon) || !mon->visible_to(&you))
{
creatures_found++;
_mark_detected_creature(*ri, mon, fuzz_chance, fuzz_radius);