target lock should not be aware of invisible monsters
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@@ -1081,7 +1081,7 @@ void handle_target_mode(eGameMode target_mode, int range, eSpell spell) {
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std::vector<location> enemy_locs_already_seen;
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for(short i = 0; i < univ.town.monst.size(); i++){
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auto& monst = univ.town.monst[i];
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if(monst.is_alive() && party_can_see_monst(i)) {
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if(monst.is_alive() && party_can_see_monst(i) && !monst.invisible) {
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eAttitude att = monst.attitude;
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if((att == eAttitude::HOSTILE_A || att == eAttitude::HOSTILE_B)
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&& dist(loc, monst.cur_loc) <= range){
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