remove and transfer INVISIBLE_OBJECTS to branch
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@@ -139,30 +139,6 @@ STATIC_DCL int FDECL(wall_angle, (struct rm *));
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#define remember_topology(x,y) (lastseentyp[x][y] = levl[x][y].typ)
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#ifdef INVISIBLE_OBJECTS
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/*
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* vobj_at()
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*
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* Returns a pointer to an object if the hero can see an object at the
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* given location. This takes care of invisible objects. NOTE, this
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* assumes that the hero is not blind and on top of the object pile.
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* It does NOT take into account that the location is out of sight, or,
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* say, one can see blessed, etc.
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*/
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struct obj *
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vobj_at(x,y)
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xchar x,y;
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{
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register struct obj *obj = level.objects[x][y];
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while (obj) {
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if (!obj->oinvis || See_invisible) return obj;
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obj = obj->nexthere;
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}
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return ((struct obj *) 0);
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}
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#endif /* else vobj_at() is defined in display.h */
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/*
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* magic_map_background()
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*
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