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fixed Emerald Mine and Vineyard generating very bad in {n,oo} and binary tiling
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@ -646,7 +646,7 @@ EX void giantLandSwitch(cell *c, int d, cell *from) {
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c->wall = waCavewall;
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else c->wall = waCavefloor;
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}
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else if(a4 || arcm::in() || cryst)
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else if(a4 || arcm::in() || cryst || bt::in() || S3 >= OINF)
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c->wall = hrand(100) < 50 ? waCavefloor : waCavewall;
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else if(!BITRUNCATED) {
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if(polarb50(c))
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@ -823,7 +823,7 @@ EX void giantLandSwitch(cell *c, int d, cell *from) {
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}
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else if(WDIM == 3 && hyperbolic && !bt::in())
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c->wall = (c->master->zebraval & 2) ? waVinePlant : waNone;
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else if(a4 || sphere || arcm::in())
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else if(a4 || sphere || arcm::in() || bt::in() || S3 >= OINF)
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c->wall = hrand(100) < 50 ? waNone : waVinePlant;
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else {
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int v = emeraldval(c);
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@ -844,6 +844,7 @@ EX void giantLandSwitch(cell *c, int d, cell *from) {
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forCellCM(c2, c) if(emeraldval(c2) == (v^1))
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c->wall = waVinePlant;
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}
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if(weirdhyperbolic && cellHalfvine(c)) c->wall = waNone;
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}
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}
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}
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