lighting: try to avoid looking through walls...
This commit is contained in:
@@ -739,7 +739,7 @@ void draw_terrain(short mode) {
|
|||||||
where_draw.x += i - 6;
|
where_draw.x += i - 6;
|
||||||
where_draw.y += j - 6;
|
where_draw.y += j - 6;
|
||||||
if(!(is_out()))
|
if(!(is_out()))
|
||||||
light_area[i][j] = (is_town()) ? pt_in_light(view_loc,where_draw) : combat_pt_in_light(where_draw);
|
light_area[i][j] = (is_town()) ? (can_see_light(view_loc,where_draw,sight_obscurity)<=4) : combat_pt_in_light(where_draw);
|
||||||
if((where_draw.x < 0) || (where_draw.x > max_dim - 1)
|
if((where_draw.x < 0) || (where_draw.x > max_dim - 1)
|
||||||
|| (where_draw.y < 0) || (where_draw.y > max_dim - 1))
|
|| (where_draw.y < 0) || (where_draw.y > max_dim - 1))
|
||||||
unexplored_area[i][j] = 0;
|
unexplored_area[i][j] = 0;
|
||||||
|
Reference in New Issue
Block a user