gm[0] = 0;
gm[1] = grids;
- int dist_hack = path_n;
project_length = 0;
/* If we found a "target", explode there */
if (grids <= 1) {
auto *m_ptr = &player_ptr->current_floor_ptr->m_list[player_ptr->current_floor_ptr->grid_array[y][x].m_idx];
monster_race *ref_ptr = &r_info[m_ptr->r_idx];
- if ((flag & PROJECT_REFLECTABLE) && player_ptr->current_floor_ptr->grid_array[y][x].m_idx && (ref_ptr->flags2 & RF2_REFLECTING) && ((player_ptr->current_floor_ptr->grid_array[y][x].m_idx != player_ptr->riding) || !(flag & PROJECT_PLAYER)) && (!who || dist_hack > 1) && !one_in_(10)) {
+ if ((flag & PROJECT_REFLECTABLE) && player_ptr->current_floor_ptr->grid_array[y][x].m_idx && (ref_ptr->flags2 & RF2_REFLECTING) && ((player_ptr->current_floor_ptr->grid_array[y][x].m_idx != player_ptr->riding) || !(flag & PROJECT_PLAYER)) && (!who || path_n > 1) && !one_in_(10)) {
POSITION t_y, t_x;
int max_attempts = 10;
do {