From 046de189811c5dc130cd09c795889acbe11ed933 Mon Sep 17 00:00:00 2001 From: jl777 Date: Sat, 2 Feb 2019 04:36:12 -1100 Subject: [PATCH] -this --- src/cc/rogue/chase.c | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/src/cc/rogue/chase.c b/src/cc/rogue/chase.c index 168993edb..73d53e1fd 100644 --- a/src/cc/rogue/chase.c +++ b/src/cc/rogue/chase.c @@ -120,7 +120,7 @@ do_chase(struct rogue_state *rs,THING *th) register bool stoprun = FALSE; /* TRUE means we are there */ register bool door; register THING *obj; - static coord this; /* Temporary destination for chaser */ + static coord DEST; /* Temporary destination for chaser */ rer = th->t_room; /* Find room of chaser */ if (on(*th, ISGREED) && rer->r_goldval == 0) @@ -146,7 +146,7 @@ over: curdist = dist_cp(th->t_dest, cp); if (curdist < mindist) { - this = *cp; + DEST = *cp; mindist = curdist; } } @@ -159,7 +159,7 @@ over: } else { - this = *th->t_dest; + DEST = *th->t_dest; /* * For dragons check and see if (a) the hero is on a straight * line from it, and (b) that it is within shooting distance, @@ -191,13 +191,13 @@ over: * so we run to it. If we hit it we either want to fight it * or stop running */ - if (!chase(th, &this)) + if (!chase(th, &DEST)) { - if (ce(this, hero)) + if (ce(DEST, hero)) { return( attack(rs,th) ); } - else if (ce(this, *th->t_dest)) + else if (ce(DEST, *th->t_dest)) { for (obj = lvl_obj; obj != NULL; obj = next(obj)) if (th->t_dest == &obj->o_pos)