start = floor_ptr->m_max + 1;
}
- const auto &m_ref = *ms_ptr->m_ptr;
- const auto &t_ref = *ms_ptr->t_ptr;
for (int i = start; ((i < start + floor_ptr->m_max) && (i > start - floor_ptr->m_max)); i += plus) {
MONSTER_IDX dummy = (i % floor_ptr->m_max);
if (!dummy) {
ms_ptr->target_idx = dummy;
ms_ptr->t_ptr = &floor_ptr->m_list[ms_ptr->target_idx];
+ const auto &m_ref = *ms_ptr->m_ptr;
+ const auto &t_ref = *ms_ptr->t_ptr;
const auto is_enemies = are_enemies(player_ptr, m_ref, t_ref);
const auto is_projectable = projectable(player_ptr, m_ref.fy, m_ref.fx, t_ref.fy, t_ref.fx);
if (!t_ref.is_valid() || (ms_ptr->m_idx == ms_ptr->target_idx) || !is_enemies || !is_projectable) {