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fixed Racing desync in Crossroads due to Ruins
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@ -2214,7 +2214,7 @@ void giantLandSwitch(cell *c, int d, cell *from) {
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c2->mondir = neighborId(c2, c1);
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}
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}
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if(d == 7 && c->landparam == 2) forCellEx(c2, c) if(out_ruin(c2)) c->landparam = 1;
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if(d == 7 && c->landparam == 2) forCellEx(c2, c) if(c2->land == laRuins && out_ruin(c2)) c->landparam = 1;
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ONEMPTY {
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if(hrand(1500) < PT(30 + kills[moHexDemon] + kills[moSkeleton] + kills[moMonk] + kills[moPair], 100) && notDippingFor(itRuins)) {
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c->item = itRuins;
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