The result should be mostly equivalent, except that playerProx can't be true for out-of-LOS monsters anymore when the player is invisible.
HOLXZAZBK3DWTY6IJAOX3QIIM7RTOKYHZJYZR5ZWFKLMJT3WVJOQC QFZ3XU7QSF3ZHGNM2BS2M5UHVQYIDBABHVUJUJDLJPY4UHMUOGVAC LFBNFE3PZBXTR2ROPKYPARUWLJAYWAKGTS7VBWADZWVVSJ5CLX6AC RCPQNIRPR3NQXEMVLBAQW6657UJFIP43N54UJVEZHJH22OH4UQIQC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC RKBYUVD6HHZZ6GIEELNTOEWAQ2P3C2IMQSRH4XFVLCDZZHKNGJ4AC 3OFG2YD2UOHC6UA7H7LWKOWCNFFSTDOXAA6L3KC335OF5RV3YOYQC TQXNC2YQVJZXBPSLDEANMM2EDGHTH4DSN74OJIRMUF7D46SESHZAC TGJZXTUIAKCFZQJ54ZQEBGFBVZSJCAX6AWDRSH3TP7UJRLGUM5SAC BLN5LDH5NRRJPBY77A36Q4THEY75N42MVCJMZRUZ2D5YSXTDL4HQC P5TRGRH7XMQSPCZKM5IEEO34TY6WMLGHHX7BU6Y453JFRXLUR2VQC RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC B7MSPF6X2RLGWN4M6ZZF3WSOPKGYPTTD7LIJVST7DXN27DG6JHNAC if (!you.visible_to(mon))proxPlayer = false;// Must be able to see each other.else if (!see_cell(mon->pos()))proxPlayer = false;
proxPlayer = false;
// Now, the corollary to that is that sometimes, if a// player is right next to a monster, they will 'see'.if (grid_distance( you.pos(), mon->pos() ) == 1
// Sometimes, if a player is right next to a monster, they will 'see'.if (grid_distance(you.pos(), mon->pos()) == 1