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	shmup:: boat can go thru non-adjacent using Orb of Warp
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		| @@ -1148,7 +1148,7 @@ void movePlayer(monster *m, int delta) { | ||||
|         } | ||||
|       else if( | ||||
|         (blown ? !passable(c2, m->base, P_ISPLAYER | P_BLOW) : !passable(c2, m->base, P_ISPLAYER | P_MIRROR | reflectflag)) &&  | ||||
|         !(isWatery(c2) && m->inBoat && !nonAdjacent(m->base,c2))) | ||||
|         !(isWatery(c2) && m->inBoat && (!nonAdjacent(m->base,c2) || markOrb(itOrb37)))) | ||||
|         go = false; | ||||
|        | ||||
|       } | ||||
|   | ||||
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