mons_near now only checks player proximity. Checking for foe proximity is now handled by monsters::near_foe.
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// Is the given monster near (in LOS of) the player?bool mons_near(const monsters *monster)
// Early out -- no foe!if (foe == MHITNOT)return (false);if (foe == MHITYOU){if (crawl_state.arena || crawl_state.arena_suspended)return (true);return (see_cell(monster->pos()));}// Must be a monster.const monsters *foemons = &menv[foe];if (foemons->alive())return (monster->mon_see_cell(foemons->pos()));return (false);
if (crawl_state.arena || crawl_state.arena_suspended)return (true);return (see_cell(monster->pos()));