Use macros for monster appearances
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@@ -178,11 +178,7 @@ register struct rm *lev;
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/* Mimics mimicing a door or boulder block light. */
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if ((mon = m_at(x, y)) && (!mon->minvis || See_invisible)
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&& ((mon->m_ap_type == M_AP_FURNITURE
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&& (mon->mappearance == S_hcdoor
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|| mon->mappearance == S_vcdoor))
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|| (mon->m_ap_type == M_AP_OBJECT
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&& mon->mappearance == BOULDER)))
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&& (is_door_mappear(mon) || is_obj_mappear(mon,BOULDER)))
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return 1;
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return 0;
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