monap_ptr->ac = target_ptr->ac + target_ptr->to_a;
if ((monap_ptr->effect == RBE_NONE)
|| check_hit_from_monster_to_player(target_ptr, power, monap_ptr->rlev, monster_stunned_remaining(monap_ptr->m_ptr))) {
- if (!process_monster_attack_hit(target_ptr, monap_ptr))
- continue;
- else
- process_monster_attack_evasion(target_ptr, monap_ptr);
+ (void)process_monster_attack_hit(target_ptr, monap_ptr);
+ } else {
+ process_monster_attack_evasion(target_ptr, monap_ptr);
}
increase_blow_type_seen(target_ptr, monap_ptr);
postprocess_monster_blows(target_ptr, monap_ptr);
return TRUE;
-}
\ No newline at end of file
+}