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fixed the bug which caused too low Great Wall generation in the Crossroads
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@ -960,7 +960,7 @@ int wallchance(cell *c, bool deepOcean) {
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l == laCanvas ? 0 :
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l == laCanvas ? 0 :
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l == laHaunted ? 0 :
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l == laHaunted ? 0 :
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(l == laGraveyard && !deepOcean) ? 0 :
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(l == laGraveyard && !deepOcean) ? 0 :
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(l == laGraveyard && items[itBone] >= 10) ? 120 :
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// (l == laGraveyard && items[itBone] >= 10) ? 120 :
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l == laOcean ? (deepOcean ? (nonbitrunc ? 250 : 2000) : 0) :
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l == laOcean ? (deepOcean ? (nonbitrunc ? 250 : 2000) : 0) :
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l == laDragon ? 120 :
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l == laDragon ? 120 :
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50;
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50;
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@ -1008,6 +1008,8 @@ void buildBigStuff(cell *c, cell *from) {
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cell *c2 = from->mov[i];
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cell *c2 = from->mov[i];
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if(c2 && c2->landparam > HAUNTED_RADIUS+5)
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if(c2 && c2->landparam > HAUNTED_RADIUS+5)
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deepOcean = true;
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deepOcean = true;
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if(c2) forCellEx(c3, c2) if(c3 && c3->land == laGraveyard && c3->landparam > HAUNTED_RADIUS+5)
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deepOcean = true;
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}
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}
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}
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}
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