... just after clearing the object bypasses, as some
of the monster movement code may use object bypass flags.
if (g.context.bypasses)
clear_bypasses();
+ if (iflags.sanity_check || iflags.debug_fuzzer)
+ sanity_check();
+
if (g.context.move) {
/* actual time passed */
g.youmonst.movement -= NORMAL_SPEED;
return;
}
- if (iflags.sanity_check || iflags.debug_fuzzer)
- sanity_check();
-
#ifdef CLIPPING
/* just before rhack */
cliparound(u.ux, u.uy);