auto oy = y1;
auto ox = x1;
auto visual = false;
- POSITION gm_rad = rad;
bool see_s_msg = true;
const auto is_blind = player_ptr->effects()->blindness()->is_blind();
auto &floor = *player_ptr->current_floor_ptr;
POSITION bx = ox;
if (breath && !path_n) {
breath = false;
- gm_rad = rad;
if (!old_hide) {
flag &= ~(PROJECT_HIDE);
}
gm[1] = grids;
project_length = 0;
+ POSITION gm_rad = rad;
/* If we found a "target", explode there */
if (path_n <= system.get_max_range()) {
if ((flag & (PROJECT_BEAM)) && (grids > 0)) {