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authorChris Campbell <chriscampbell89@gmail.com>2014-06-11 17:38:43 +0100
committerChris Campbell <chriscampbell89@gmail.com>2014-06-11 17:38:43 +0100
commit07fcab1d610d00ddc0b1407c416be49c7e45f88b (patch)
treec28da003d48258dbe29bbe84537f4de8d8494848 /crawl-ref/source/startup.cc
parentbbcd8840a9d2cc1fa19d1d135fe6757c89ff2417 (diff)
downloadcrawl-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.cc6
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)
{