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Fire spreading is now simulated in the whole generated part of the world.
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@@ -2923,7 +2923,7 @@ void turn(int delta) {
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if(items[itOrbFreedom])
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for(int i=0; i<players; i++)
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checkFreedom(pc[i]->base);
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heat::processheat(delta / 350.0, tick);
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heat::processheat(delta / 350.0);
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markOrb(itOrbSpeed);
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if((havewhat&HF_DRAGON) && curtime >= nextdragon) {
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@@ -2946,7 +2946,7 @@ void turn(int delta) {
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if(havewhat&HF_HEX) movehex(false);
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wandering();
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livecaves();
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heat::dryforest();
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heat::processfires();
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if(havewhat&HF_WHIRLPOOL) whirlpool::move();
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if(havewhat&HF_WHIRLWIND) whirlwind::move();
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buildRosemap();
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