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	fixed some bugs with the activation of Orb of Yendor
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							| @@ -6448,6 +6448,10 @@ bool movepcto(int d, int subdir, bool checkonly) { | ||||
|       return false; | ||||
|       } | ||||
|  | ||||
|     if(c2->item == itOrbYendor && !checkonly && !peace::on && !itemHiddenFromSight(c2) && yendor::check(c2)) { | ||||
|       return false; | ||||
|       } | ||||
|  | ||||
|     if(isWatery(c2) && !nonAdjacentPlayer(cwt.c,c2) && !c2->monst && cwt.c->wall == waBoat) { | ||||
|  | ||||
|       if(havePushConflict(cwt.c, checkonly)) return false; | ||||
| @@ -6712,9 +6716,6 @@ bool movepcto(int d, int subdir, bool checkonly) { | ||||
|         addMessage("Are you sure you want to step there?"); | ||||
|         return false; | ||||
|         } | ||||
|       if(c2->item == itOrbYendor && !boatmove && !checkonly && !peace::on && yendor::check(c2)) { | ||||
|         return false; | ||||
|         } | ||||
|       if(monstersnear(c2, NULL, moPlayer, NULL, cwt.c)) { | ||||
|         if(checkonly) return false; | ||||
|  | ||||
|   | ||||
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