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	Orb of Slaying now works on big trees
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		| @@ -862,7 +862,7 @@ bool pcmove::after_escape() { | |||||||
|   if(attackable && fmsAttack && !dont_attack && !items[itCurseWeakness]) { |   if(attackable && fmsAttack && !dont_attack && !items[itCurseWeakness]) { | ||||||
|     if(checkNeedMove(checkonly, true)) return false; |     if(checkNeedMove(checkonly, true)) return false; | ||||||
|     nextmovetype = nm ? lmAttack : lmSkip; |     nextmovetype = nm ? lmAttack : lmSkip; | ||||||
|     if(c2->wall == waSmallTree) { |     if(c2->wall == waSmallTree || (c2->wall == waBigTree && markOrb(itOrbSlaying))) { | ||||||
|       drawParticles(c2, winf[c2->wall].color, 4); |       drawParticles(c2, winf[c2->wall].color, 4); | ||||||
|       addMessage(XLAT("You chop down the tree.")); |       addMessage(XLAT("You chop down the tree.")); | ||||||
|       playSound(c2, "hit-axe" + pick123()); |       playSound(c2, "hit-axe" + pick123()); | ||||||
|   | |||||||
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