uint16_t pos_in_map = test_pos->y * maplength + test_pos->x;
uint8_t all_shaded = shade_hex(left_angle, right_angle_1st, middle_angle,
shadows, pos_in_map, fov_map);
- if (!all_shaded && 'X' == worldmap[pos_in_map])
+ if (!all_shaded && ('X' == worldmap[pos_in_map]
+ || '|' == worldmap[pos_in_map])) //
{
if (set_shadow(left_angle, right_angle_1st, shadows))
{