--- deliantra/server/server/player.C 2012/11/14 05:18:18 1.292 +++ deliantra/server/server/player.C 2012/11/26 15:12:16 1.293 @@ -2192,6 +2192,7 @@ const int max_sp = 1; const int max_grace = 1; +#if 0 if (op->contr->hidden) { op->invisible = 1000; @@ -2202,7 +2203,9 @@ if (server_tick & 2) op->invisible--; } - else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) + else +#endif + if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) { if (!op->invisible--) { @@ -2965,27 +2968,23 @@ if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) return 1; else if (tmp->type == PLAYER) - { - /*don't let a hidden DM prevent you from hiding */ - if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0) - return 1; - } + return 1; } } return 0; } -/* check the player los field for viewability of the +/* check the player los field for viewability of the * object op. This function works fine for monsters, - * but we dont worry if the object isnt the top one in + * but we dont worry if the object isnt the top one in * a pile (say a coin under a table would return "viewable" * by this routine). Another question, should we be - * concerned with the direction the player is looking + * concerned with the direction the player is looking * in? Realistically, most of us can't see stuff behind * our backs...on the other hand, does the "facing" direction * imply the way your head, or body is facing? It's possible * for them to differ. Sigh, this fctn could get a bit more complex. - * -b.t. + * -b.t. * This function is now map tiling safe. */ int