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Orb of Stone over water produces bridges now. You can use Orb of Matter over temporary bridge again to create a wall. Fixed some ways of producing permanent land in the Whirlpool.
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@@ -62,7 +62,8 @@ bool isActivable(cell *c) {
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bool hasTimeout(cell *c) {
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return c->wall == waThumperOn || c->wall == waFire || c->wall == waPartialFire ||
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c->wall == waTempWall || c->wall == waTempFloor || c->wall == waTempBridge;
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c->wall == waTempWall || c->wall == waTempFloor || c->wall == waTempBridge ||
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c->wall == waTempBridgeBlocked;
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}
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bool isMimic(eMonster m) {
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@@ -294,7 +295,8 @@ bool realred(eWall w) {
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int snakelevel(eWall w) {
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if(w == waRed1 || w == waDeadfloor2 || w == waRubble || w == waGargoyleFloor ||
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w == waGargoyleBridge || w == waTempFloor || w == waTempBridge || w == waRoundTable)
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w == waGargoyleBridge || w == waTempFloor || w == waTempBridge || w == waRoundTable ||
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w == waPetrifiedBridge)
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return 1;
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if(w == waRed2) return 2;
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if(w == waRed3) return 3;
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@@ -309,7 +311,7 @@ bool isWall(cell *w) {
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w->wall == waCavefloor || w->wall == waFrozenLake || w->wall == waVineHalfA ||
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w->wall == waVineHalfB || w->wall == waDeadfloor || w->wall == waDeadfloor2 ||
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w->wall == waRubble || w->wall == waGargoyleFloor || w->wall == waGargoyleBridge ||
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w->wall == waTempFloor || w->wall == waTempBridge ||
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w->wall == waTempFloor || w->wall == waTempBridge || w->wall == waPetrifiedBridge ||
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w->wall == waBoat || w->wall == waCIsland || w->wall == waCIsland2 ||
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w->wall == waRed1 || w->wall == waRed2 || w->wall == waRed3 ||
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w->wall == waMineUnknown || w->wall == waMineMine || w->wall == waMineOpen ||
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