uint32_t pos_i;
for (pos_i = 0; pos_i < map_size; pos_i++)
{
- if (player->fov_map[pos_i] & VISIBLE)
+ if (player->fov_map[pos_i] == VISIBLE)
{
visible_map[pos_i] = world.map.cells[pos_i];
}
for (t = world.things; t != 0; t = t->next)
{
if ( ( player->fov_map[t->pos.y * world.map.length +t->pos.x]
- & VISIBLE)
+ == VISIBLE)
&& ( (0 == i && 0 == t->lifepoints)
|| (1 == i && 0 < t->lifepoints)))
{