area_shift() so that blood-splatter won't seem to appear out of nowehre.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5616 c06c8d41-db1a-0410-9941-cceddc491573
65PB6QZNUDTUKE3I6YJAUXWHJRC3EKC4CPFHE2FRQDQIBN53DUPQC
// Preserve floor props around the player, primarily so that
// blood-splatter doesn't appear out of nowhere when doing an
// area shift.
FixedArray<unsigned short, LOS_DIAMETER, LOS_DIAMETER> fprops;
const coord_def los_delta(LOS_RADIUS, LOS_RADIUS);
radius_iterator ri(you.pos(), LOS_RADIUS);
for ( ; ri; ++ri )
fprops(you.pos() - *ri + los_delta) = env.map(*ri).property;