From: arromdee Date: Mon, 24 Mar 2003 00:47:03 +0000 (+0000) Subject: seeing self with infravision X-Git-Tag: MOVE2GIT~2059 X-Git-Url: https://granicus.if.org/sourcecode?a=commitdiff_plain;h=1d9947684703f06a3531f941641273b58f4f9192;p=nethack seeing self with infravision > It appears that if showrace is set, and your race is not human, a > potion of invisibility (or any other form of invisibility) doesn't cause > your symbol to disappear on screen, even if you don't have see invisible. --- diff --git a/doc/fixes34.2 b/doc/fixes34.2 index 6f0ad3720..af903f3fc 100644 --- a/doc/fixes34.2 +++ b/doc/fixes34.2 @@ -22,6 +22,7 @@ putting gold in a container on the shop floor wasn't credited the way gold already in the container when dropped was credited avoid integer division rounding error when calculating carrying capacity don't lock/unlock a door while in a pit, to be consistent with door opening +infravision should not make invisible player "visible" (it doesn't for monsters) Platform- and/or Interface-Specific Fixes diff --git a/include/display.h b/include/display.h index 67f86279e..52eb71faa 100644 --- a/include/display.h +++ b/include/display.h @@ -133,8 +133,7 @@ * invisible. If not, then we don't need the check. */ #define canseeself() (Blind || u.uswallow || (!Invisible && !u.uundetected)) -#define senseself() (canseeself() || Infravision || Unblind_telepat || \ - Detect_monsters) +#define senseself() (canseeself() || Unblind_telepat || Detect_monsters) /* * random_monster()