diff --git a/Source/lighting.cpp b/Source/lighting.cpp index 014b012ff..1895a38c8 100644 --- a/Source/lighting.cpp +++ b/Source/lighting.cpp @@ -643,6 +643,7 @@ void DoUnVision(int nXPos, int nYPos, int nRadius) int i, j, x1, y1, x2, y2; nRadius++; + nRadius++; // increasing the radius even further here prevents leaving stray vision tiles behind and doesn't seem to affect monster AI - applying new vision happens in the same tick y1 = nYPos - nRadius; y2 = nYPos + nRadius; x1 = nXPos - nRadius; diff --git a/Source/player.cpp b/Source/player.cpp index 71a40c205..bca72f486 100644 --- a/Source/player.cpp +++ b/Source/player.cpp @@ -2198,8 +2198,6 @@ bool PM_DoWalk(int pnum, int variant) switch (variant) { case PM_WALK: dPlayer[plr[pnum]._px][plr[pnum]._py] = 0; - if (leveltype != DTYPE_TOWN && pnum == myplr) - DoUnVision(plr[pnum]._px, plr[pnum]._py, plr[pnum]._pLightRad); // fix for incorrect vision updating plr[pnum]._px += plr[pnum]._pVar1; plr[pnum]._py += plr[pnum]._pVar2; dPlayer[plr[pnum]._px][plr[pnum]._py] = pnum + 1; @@ -2209,8 +2207,6 @@ bool PM_DoWalk(int pnum, int variant) break; case PM_WALK3: dPlayer[plr[pnum]._px][plr[pnum]._py] = 0; - if (leveltype != DTYPE_TOWN && pnum == myplr) - DoUnVision(plr[pnum]._px, plr[pnum]._py, plr[pnum]._pLightRad); // fix for incorrect vision updating dFlags[plr[pnum]._pVar4][plr[pnum]._pVar5] &= ~BFLAG_PLAYERLR; plr[pnum]._px = plr[pnum]._pVar1; plr[pnum]._py = plr[pnum]._pVar2;