diff --git a/Source/monster.cpp b/Source/monster.cpp index d93a96c46..b06272bf8 100644 --- a/Source/monster.cpp +++ b/Source/monster.cpp @@ -911,10 +911,7 @@ void Teleport(Monster &monster) monster.occupyTile(*position, false); monster.position.old = *position; monster.direction = GetMonsterDirection(monster); - - if (monster.lightId != NO_LIGHT) { - ChangeLightXY(monster.lightId, *position); - } + ChangeLightXY(monster.lightId, *position); } bool IsHardHit(Monster &target, unsigned dam) @@ -1027,8 +1024,7 @@ bool MonsterWalk(Monster &monster) monster.position.tile.y += monster.var2; // dMonster is set here for backwards compatibility; without it, the monster would be invisible if loaded from a vanilla save. monster.occupyTile(monster.position.tile, false); - if (monster.lightId != NO_LIGHT) - ChangeLightXY(monster.lightId, monster.position.tile); + ChangeLightXY(monster.lightId, monster.position.tile); M_StartStand(monster, monster.direction); } else { // We didn't reach new tile so update monster's "sub-tile" position if (monster.animInfo.tickCounterOfCurrentFrame == 0) { @@ -1037,8 +1033,7 @@ bool MonsterWalk(Monster &monster) } } - if (monster.lightId != NO_LIGHT) - SyncLightPosition(monster); + SyncLightPosition(monster); return isAnimationEnd; } @@ -3748,6 +3743,7 @@ void M_GetKnockback(Monster &monster) M_ClearSquares(monster); monster.position.old += dir; StartMonsterGotHit(monster); + ChangeLightXY(monster.lightId, monster.position.tile); } void M_StartHit(Monster &monster, int dam)