Minor code clarification
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@@ -3161,6 +3161,8 @@ lookaround(void)
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return;
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for (x = u.ux - 1; x <= u.ux + 1; x++)
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for (y = u.uy - 1; y <= u.uy + 1; y++) {
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boolean infront = (x == u.ux + u.dx && y == u.uy + u.dy);
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/* ignore out of bounds, and our own location */
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if (!isok(x, y) || u_at(x, y))
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continue;
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@@ -3176,8 +3178,7 @@ lookaround(void)
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/* running movement and not a hostile monster */
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/* OR it blocks our move direction and we're not traveling */
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if ((g.context.run != 1 && !is_safemon(mtmp))
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|| (x == u.ux + u.dx && y == u.uy + u.dy
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&& !g.context.travel)) {
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|| (infront && !g.context.travel)) {
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if (flags.mention_walls)
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pline("%s blocks your path.", upstart(a_monnam(mtmp)));
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goto stop;
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@@ -3239,7 +3240,7 @@ lookaround(void)
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} else if ((trap = t_at(x, y)) && trap->tseen) {
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if (g.context.run == 1)
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goto bcorr; /* if you must */
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if (x == u.ux + u.dx && y == u.uy + u.dy) {
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if (infront) {
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if (flags.mention_walls)
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You("stop in front of %s.",
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an(trapname(trap->ttyp, FALSE)));
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@@ -3251,7 +3252,7 @@ lookaround(void)
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* you even if you are running
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*/
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if (!Levitation && !Flying && !is_clinger(g.youmonst.data)
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&& x == u.ux + u.dx && y == u.uy + u.dy) {
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&& infront) {
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/* No Wwalking check; otherwise they'd be able
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* to test boots by trying to SHIFT-direction
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* into a pool and seeing if the game allowed it
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