TERM_COLOR a = object_attr(it_ptr->q_ptr);
print_rel(creature_ptr, c, a, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis]);
move_cursor_relative(it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis]);
- term_fresh();
- term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
- lite_spot(creature_ptr, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis]);
- term_fresh();
+ if (it_ptr->msec > 0) {
+ term_fresh();
+ term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
+ lite_spot(creature_ptr, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis]);
+ term_fresh();
+ }
}
static bool check_racial_target_monster(player_type *creature_ptr, it_type *it_ptr)
SYMBOL_CODE c = object_char(it_ptr->q_ptr);
byte a = object_attr(it_ptr->q_ptr);
- print_rel(creature_ptr, c, a, it_ptr->ny[i], it_ptr->nx[i]);
- move_cursor_relative(it_ptr->ny[i], it_ptr->nx[i]);
- term_fresh();
- term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
- lite_spot(creature_ptr, it_ptr->ny[i], it_ptr->nx[i]);
- term_fresh();
+ if (it_ptr->msec > 0) {
+ print_rel(creature_ptr, c, a, it_ptr->ny[i], it_ptr->nx[i]);
+ move_cursor_relative(it_ptr->ny[i], it_ptr->nx[i]);
+ term_fresh();
+ term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
+ lite_spot(creature_ptr, it_ptr->ny[i], it_ptr->nx[i]);
+ term_fresh();
+ }
}
display_boomerang_throw(creature_ptr, it_ptr);
byte a = object_attr(q_ptr);
/* Draw, Hilite, Fresh, Pause, Erase */
- print_rel(shooter_ptr, c, a, ny, nx);
- move_cursor_relative(ny, nx);
- term_fresh();
- term_xtra(TERM_XTRA_DELAY, msec);
- lite_spot(shooter_ptr, ny, nx);
- term_fresh();
+ if (msec > 0) {
+ print_rel(shooter_ptr, c, a, ny, nx);
+ move_cursor_relative(ny, nx);
+ term_fresh();
+ term_xtra(TERM_XTRA_DELAY, msec);
+ lite_spot(shooter_ptr, ny, nx);
+ term_fresh();
+ }
}
/* The player cannot see the missile */
else {
- /* Pause anyway, for consistancy */
- term_xtra(TERM_XTRA_DELAY, msec);
+ /* Pause anyway, for consistancy **/
+ if (msec > 0) {
+ term_xtra(TERM_XTRA_DELAY, msec);
+ }
}
/* Sniper */
update_monster(shooter_ptr, c_mon_ptr->m_idx, TRUE);
- lite_spot(shooter_ptr, ny, nx);
- lite_spot(shooter_ptr, oy, ox);
- term_fresh();
- term_xtra(TERM_XTRA_DELAY, msec);
+ if (msec > 0) {
+ lite_spot(shooter_ptr, ny, nx);
+ lite_spot(shooter_ptr, oy, ox);
+ term_fresh();
+ term_xtra(TERM_XTRA_DELAY, msec);
+ }
x = nx;
y = ny;