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authorFlorian Diebold <flodiebold@gmail.com>2012-08-24 22:34:08 +0200
committerontoclasm <yokomeshi@gmail.com>2013-07-23 17:14:59 +0100
commitad7eb8fa2612cee5cf6414e698a86947591b8005 (patch)
tree96a4c1dd8aecd49a834dc3daca24dc190e5779dd /crawl-ref/source/tilecell.cc
parent1ea5b6bca5087725b4f1fc8976eb25d12087cfeb (diff)
downloadcrawl-ref-ad7eb8fa2612cee5cf6414e698a86947591b8005.tar.gz
crawl-ref-ad7eb8fa2612cee5cf6414e698a86947591b8005.zip
Don't draw wall shadows on open doors.
A better solution would be drawing the wall shadow under the door tile.
Diffstat (limited to 'crawl-ref/source/tilecell.cc')
-rw-r--r--crawl-ref/source/tilecell.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/tilecell.cc b/crawl-ref/source/tilecell.cc
index f1fccc5048..b669669f3c 100644
--- a/crawl-ref/source/tilecell.cc
+++ b/crawl-ref/source/tilecell.cc
@@ -431,7 +431,7 @@ static bool _is_seen_wall(coord_def gc)
static void _pack_wall_shadows(const coord_def &gc, packed_cell *cell,
tileidx_t tile)
{
- if (_is_seen_wall(gc))
+ if (_is_seen_wall(gc) || _safe_feat(gc) == DNGN_OPEN_DOOR)
return;
if (_is_seen_wall(coord_def(gc.x - 1, gc.y)))