return !gwin->get_win_tile_rect().enlarge(2).has_point(t.tx, t.ty);
Rectangle screen = gwin->get_win_tile_rect().enlarge(2); return (!screen.has_point(t.tx, t.ty));
inline int Need_new_opponent	(	Game_window *gwin,	Game_object *opponent	)	{					// Nonexistent or dead?	if (!opponent || opponent->is_dead_npc())		return 1;					// See if off screen.	Tile_coord t = opponent->get_abs_tile_coord();	return !gwin->get_win_tile_rect().enlarge(2).has_point(t.tx, t.ty);	}