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author | Robert Vollmert <rvollmert@gmx.net> | 2009-11-08 15:26:25 +0100 |
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committer | Robert Vollmert <rvollmert@gmx.net> | 2009-11-08 15:57:59 +0100 |
commit | 19c3c95b8dba465b3efacf8eb96798af69c170fc (patch) | |
tree | 5bb6ca79a2db28f1358b6a22451ef3784982d1c0 /crawl-ref/source/spells3.cc | |
parent | e0fbec4e41274e1e67ec8d8b74ff5c374c6e8867 (diff) | |
download | crawl-ref-19c3c95b8dba465b3efacf8eb96798af69c170fc.tar.gz crawl-ref-19c3c95b8dba465b3efacf8eb96798af69c170fc.zip |
Add opc_no_trans and use that for see_cell_no_trans.
The difference between no_trans and solid is whether granite statues are
considered opaque.
Granite statues are somewhat weird in that they behave completely differently
from other statues: You can't shoot missiles at or past them, no items can be
in their cell, etc.
Diffstat (limited to 'crawl-ref/source/spells3.cc')
-rw-r--r-- | crawl-ref/source/spells3.cc | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/spells3.cc b/crawl-ref/source/spells3.cc index 12ba4f2df9..a15b02fd32 100644 --- a/crawl-ref/source/spells3.cc +++ b/crawl-ref/source/spells3.cc @@ -1065,7 +1065,7 @@ int animate_dead(actor *caster, int pow, beh_type beha, unsigned short hitting, // Use an alternate LOS grid, based on the caster's LOS. env_show_grid losgrid; if (caster->atype() != ACT_PLAYER) - losight(losgrid, caster->pos(), opc_solid); + losight(losgrid, caster->pos(), opc_no_trans); int number_raised = 0; int number_seen = 0; |