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-rw-r--r--crawl-ref/source/it_use3.cc10
1 files changed, 5 insertions, 5 deletions
diff --git a/crawl-ref/source/it_use3.cc b/crawl-ref/source/it_use3.cc
index f478c5ee9d..4c8478290c 100644
--- a/crawl-ref/source/it_use3.cc
+++ b/crawl-ref/source/it_use3.cc
@@ -296,16 +296,16 @@ static bool reaching_weapon_attack(const item_def& wpn)
* slips between the squares.
*/
- // if we're attacking more than a space away
- if ((x_distance > 1) || (y_distance > 1))
+ // If we're attacking more than a space away...
+ if (x_distance > 1 || y_distance > 1)
{
const int x_middle = MAX(beam.tx, you.x_pos) - (x_distance / 2);
const int y_middle = MAX(beam.ty, you.y_pos) - (y_distance / 2);
- // if either the x or the y is the same, we should check for
+ // If either the x or the y is the same, we should check for
// a monster:
- if (((beam.tx == you.x_pos) || (beam.ty == you.y_pos))
- && (mgrd[x_middle][y_middle] != NON_MONSTER))
+ if ((beam.tx == you.x_pos || beam.ty == you.y_pos)
+ && mgrd[x_middle][y_middle] != NON_MONSTER)
{
const int skill = weapon_skill( wpn.base_type, wpn.sub_type );