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authorRobert Vollmert <rvollmert@gmx.net>2009-11-08 15:26:25 +0100
committerRobert Vollmert <rvollmert@gmx.net>2009-11-08 15:57:59 +0100
commit19c3c95b8dba465b3efacf8eb96798af69c170fc (patch)
tree5bb6ca79a2db28f1358b6a22451ef3784982d1c0 /crawl-ref/source/spells3.cc
parente0fbec4e41274e1e67ec8d8b74ff5c374c6e8867 (diff)
downloadcrawl-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.cc2
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;