non-rock walls. They will now masquerade (to 'x') as walls of whatever type is nearby.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2815 c06c8d41-db1a-0410-9941-cceddc491573
M6DWS5V7PI3MIK2WNBKDCERZ35ET2GDSXEAVGW74NTJKZCFSWUXQC case DNGN_SECRET_DOOR:{// If we have neighbouring walls, try to look like them.// Arguably we should go by our own colour, but well...for ( int dx = -1; dx <= 1; ++dx )for ( int dy = -1; dy <= 1; ++dy ){const dungeon_feature_type neighbour = grd[mx+dx][my+dy];if ( grid_is_wall(neighbour) )return feature_description(neighbour, NUM_TRAPS,dtype, add_stop);}return (feature_description(grid, NUM_TRAPS, dtype, add_stop));}