if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
/* Mark the monster */
- m_ptr->mflag |= (MFLAG_TEMP);
+ m_ptr->mflag |= (MFLAG_LOS);
}
/* Affect all marked monsters */
monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
/* Skip unmarked monsters */
- if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
+ if (!(m_ptr->mflag & (MFLAG_LOS))) continue;
/* Remove mark */
- m_ptr->mflag &= ~(MFLAG_TEMP);
+ m_ptr->mflag &= ~(MFLAG_LOS);
y = m_ptr->fy;
x = m_ptr->fx;
BIT_FLAGS8 mflag; /* Extra monster flags */
#define MFLAG_VIEW 0x01 /* Monster is in line of sight */
- #define MFLAG_TEMP 0x02 /* Monster is marked for project_all_los() */
+ #define MFLAG_LOS 0x02 /* Monster is marked for project_all_los() */
#define MFLAG_XXX2 0x04 /* (unused) */
#define MFLAG_XXX3 0x08 /* (unused) */
#define MFLAG_BORN 0x10 /* Monster is still being born */