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refactored default_land_structure
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168fc5705f
commit
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@ -702,16 +702,19 @@ EX void mode_higlights() {
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dialog::display();
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dialog::display();
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}
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}
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EX void menuitem_land_structure(char key) {
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EX bool default_land_structure() {
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eLandStructure ls =
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return
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bounded ? lsSingle :
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bounded ? lsSingle :
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(tactic::on || princess::challenge) ? lsSingle :
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(tactic::on || princess::challenge) ? lsSingle :
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yendor::on ? yendor::get_land_structure() :
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yendor::on ? yendor::get_land_structure() :
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specialland == laCanvas ? lsSingle :
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specialland == laCanvas ? lsSingle :
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nice_walls_available() ? lsNiceWalls :
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nice_walls_available() ? lsNiceWalls :
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lsNoWalls;
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lsNoWalls;
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}
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if(ls == land_structure && !ineligible_starting_land)
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EX void menuitem_land_structure(char key) {
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if(default_land_structure() == land_structure && !ineligible_starting_land)
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dialog::addBoolItem(XLAT("land structure"), false, key);
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dialog::addBoolItem(XLAT("land structure"), false, key);
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else
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else
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dialog::addSelItem(XLAT("land structure"), land_structure_name(true), key);
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dialog::addSelItem(XLAT("land structure"), land_structure_name(true), key);
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