/* Take an easy out if there is one... */
/* If we can't see the attribute itself, then that's easy. */
- if (AF_Internal(atr)
- || (!Admin(player)
- && (AF_Mdark(atr)
- || !(cansee
- || ((AF_Visual(atr)
- || ((AL_RLock(atr) != TRUE_BOOLEXP) && r_lock))
- && (!AF_Nearby(atr) || canlook))
+ if (AF_Internal(atr) && !God(player))
+ return 0;
+
+ if(!Admin(player)
+ && (AF_Mdark(atr)
+ || !(cansee
+ || ((AF_Visual(atr)
+ || ((AL_RLock(atr) != TRUE_BOOLEXP) && r_lock))
+ && (!AF_Nearby(atr) || canlook))
|| (!visible && !Mistrust(player)
- && (Owner(AL_CREATOR(atr)) == Owner(player)))))))
+ && (Owner(AL_CREATOR(atr)) == Owner(player))))))
return 0;
/* If the attribute isn't on a branch, then that's also easy. */