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2D3D: fixed item colors in minimap
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@@ -5932,7 +5932,9 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
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}
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}
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if(wmascii || (WDIM == 2 && GDIM == 3)) {
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if(wmascii || (WDIM == 2 && GDIM == 3)) {
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if(c->wall == waNone || isWatery(c)) asciicol = fcol;
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if(!it) {
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if(c->wall == waNone || isWatery(c)) asciicol = fcol;
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}
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if(c->wall == waBoat) asciicol = 0xC06000;
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if(c->wall == waBoat) asciicol = 0xC06000;
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if(c->wall == waArrowTrap)
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if(c->wall == waArrowTrap)
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@@ -5942,7 +5944,7 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
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if(c->wall == waTerraWarrior)
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if(c->wall == waTerraWarrior)
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asciicol = terracol[c->landparam & 7];
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asciicol = terracol[c->landparam & 7];
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if(c->wall == waMineOpen) {
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if(c->wall == waMineOpen && !it) {
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int mines = countMinesAround(c);
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int mines = countMinesAround(c);
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if(ch == '.') {
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if(ch == '.') {
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if(mines == 0) ch = ' ';
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if(mines == 0) ch = ' ';
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