turn_flags *init_turn_flags(player_type *target_ptr, MONSTER_IDX m_idx, turn_flags *turn_flags_ptr);
old_race_flags *init_old_race_flags(old_race_flags *old_race_flags_ptr);
+bool get_enemy_dir(player_type *target_ptr, MONSTER_IDX m_idx, int *mm);
+
void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon);
bool process_stealth(player_type *target_ptr, MONSTER_IDX m_idx);
bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
* @param mm 移動するべき方角IDを返す参照ポインタ
* @return 方向が確定した場合TRUE、接近する敵がそもそもいない場合FALSEを返す
*/
-static bool get_enemy_dir(player_type *target_ptr, MONSTER_IDX m_idx, int *mm)
+bool get_enemy_dir(player_type *target_ptr, MONSTER_IDX m_idx, int *mm)
{
floor_type *floor_ptr = target_ptr->current_floor_ptr;
monster_type *m_ptr = &floor_ptr->m_list[m_idx];
bool is_followable = old_ml;
is_followable &= old_cdis <= MAX_SIGHT;
- is_followable &= !(current_world_ptr->timewalk_m_idx > 0);
+ is_followable &= current_world_ptr->timewalk_m_idx == 0;
is_followable &= !tracer_ptr->phase_out;
is_followable &= los(tracer_ptr, tracer_ptr->y, tracer_ptr->x, oldfy, oldfx);
if (!is_followable) return;