Don't flip the guard waiting to be disposed of.
Don't flip the occasional monster (usually an earth elemental)
outside the level bounds.
/* monsters */
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
+ if (mtmp->isgd && mtmp->mx == 0)
+ continue;
+ /* skip the occasional earth elemental outside the flip area */
+ if (mtmp->mx < minx || mtmp->mx > maxx
+ || mtmp->my < miny || mtmp->my > maxy)
+ continue;
if (flp & 1) {
mtmp->my = FlipY(mtmp->my);
if (mtmp->ispriest)