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author | Chris Campbell <chriscampbell89@gmail.com> | 2014-06-11 17:38:43 +0100 |
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committer | Chris Campbell <chriscampbell89@gmail.com> | 2014-06-11 17:38:43 +0100 |
commit | 07fcab1d610d00ddc0b1407c416be49c7e45f88b (patch) | |
tree | c28da003d48258dbe29bbe84537f4de8d8494848 /crawl-ref/source/startup.cc | |
parent | bbcd8840a9d2cc1fa19d1d135fe6757c89ff2417 (diff) | |
download | crawl-ref-07fcab1d610d00ddc0b1407c416be49c7e45f88b.tar.gz crawl-ref-07fcab1d610d00ddc0b1407c416be49c7e45f88b.zip |
Don't remove monsters behind glass on game start
The check is just to prevent monsters being able to immediately attack the
player. Monsters behind glass are a similar case to monsters immediately
outside the vault, for those purposes
Diffstat (limited to 'crawl-ref/source/startup.cc')
-rw-r--r-- | crawl-ref/source/startup.cc | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/crawl-ref/source/startup.cc b/crawl-ref/source/startup.cc index 34cec67303..7630ce8686 100644 --- a/crawl-ref/source/startup.cc +++ b/crawl-ref/source/startup.cc @@ -196,12 +196,14 @@ static void _initialize() /** KILL_RESETs all monsters in LOS. * -* Uses LOS_DEFAULT since some arrival vaults have glass. +* Doesn't affect monsters behind glass, only those that would +* immediately have line-of-fire. +* * @param items_also whether to zap items as well as monsters. */ static void _zap_los_monsters(bool items_also) { - for (radius_iterator ri(you.pos(), LOS_DEFAULT); ri; ++ri) + for (radius_iterator ri(you.pos(), LOS_SOLID); ri; ++ri) { if (items_also) { |