redundant or inconsistent msleeping handling

Eliminate some redundant monster sleep handling pointed out by <email deleted>.  I'm not sure if this is the right fix for mattackm(),
but the wakeup-after-hit was definitely wrong for the case where that hit
put the target to sleep.  (I didn't try to make that actually take place
but it is a possible outcome of monster-against-monster combat.)
This commit is contained in:
nethack.rankin
2007-02-08 05:04:33 +00:00
parent 128ed0f0be
commit 6b2078f89c
3 changed files with 5 additions and 14 deletions

View File

@@ -1,4 +1,4 @@
/* SCCS Id: @(#)muse.c 3.5 2006/04/17 */
/* SCCS Id: @(#)muse.c 3.5 2007/02/07 */
/* Copyright (C) 1990 by Ken Arromdee */
/* NetHack may be freely redistributed. See license for details. */
@@ -1156,8 +1156,6 @@ register struct obj *otmp;
*in_rooms(mtmp->mx, mtmp->my, TEMPLE)) {
if (cansee(mtmp->mx, mtmp->my))
pline("%s resists the magic!", Monnam(mtmp));
mtmp->msleeping = 0;
if(mtmp->m_ap_type) seemimic(mtmp);
} else if (!tele_restrict(mtmp))
(void) rloc(mtmp, FALSE);
}