--- deliantra/server/common/los.c 2006/02/22 18:01:21 1.1.1.2 +++ deliantra/server/common/los.c 2006/08/13 17:16:00 1.2 @@ -49,8 +49,6 @@ blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; -static void expand_lighted_sight(object *op); - /* * Used to initialise the array used by the LOS routines. * What this sets if that x,y blocks the view of bx,by @@ -61,7 +59,7 @@ * be blocked. */ -static void set_block(int x, int y, int bx, int by) { +void set_block(int x,int y,int bx, int by) { int index=block[x][y].index,i; /* Due to flipping, we may get duplicates - better safe than sorry. @@ -253,7 +251,7 @@ * This is somewhat suboptimal, would be better to improve the formula. */ -static void expand_sight(object *op) +void expand_sight(object *op) { int i,x,y, dx, dy; @@ -294,14 +292,14 @@ * check the op->glow_radius instead of calling this. */ -int has_carried_lights(const object *op) { +int has_carried_lights(object *op) { /* op may glow! */ if(op->glow_radius>0) return 1; return 0; } -static void expand_lighted_sight(object *op) +void expand_lighted_sight(object *op) { int x,y,darklevel,ax,ay, basex, basey, mflags, light, x1, y1; mapstruct *m=op->map; @@ -413,7 +411,7 @@ * really need for any reasonable game play. */ -static void blinded_sight(object *op) { +void blinded_sight (object *op) { int x,y; for (x = 0; x < op->contr->socket.mapx; x++) @@ -496,7 +494,7 @@ * map is the map that changed, x and y are the coordinates. */ -void update_all_los(const mapstruct *map, int x, int y) { +void update_all_los(mapstruct *map, int x, int y) { player *pl; for(pl=first_player;pl!=NULL;pl=pl->next) { @@ -588,7 +586,7 @@ * check if any players are nearby, and edit their LOS array. */ -void make_sure_seen(const object *op) { +void make_sure_seen(object *op) { player *pl; for (pl = first_player; pl; pl = pl->next) @@ -607,7 +605,7 @@ * players within its range */ -void make_sure_not_seen(const object *op) { +void make_sure_not_seen(object *op) { player *pl; for (pl = first_player; pl; pl = pl->next) if (pl->ob->map == op->map &&