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I really messed this up when implementing the optimizations from ef32a06. * Instead of `IS_OPAQUE_POS` it should be `!IS_OPAQUE_POS`; this causes the code unfog the wrong neighbors. * We still need to check whether the surrounding positions are valid * When updating the `mobsightmap`, we still need to check `IS_OPAQUE_POS` and use `sightskip`, or else monsters can see through walls. Not exactly sure how that would cause the bug in #5, though.
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