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replaced weaSea with seaDeepWater in Galapagos and Irradiated, and adjusted the rules -- effects like snakepile now create shallow water
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@@ -296,7 +296,7 @@ EX bool snakepile(cell *c, eMonster m) {
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else if((c->wall == waSea && c->land == laLivefjord))
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c->wall = waNone;
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else if((c->wall == waSea && isWarpedType(c->land)))
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c->wall = waNone;
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c->wall = waShallow;
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else if(isGravityLand(c->land)) {
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if(m == moHexSnake)
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c->wall = waPlatform;
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@@ -325,9 +325,12 @@ EX bool snakepile(cell *c, eMonster m) {
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if(m == moDarkTroll) c->wall = waDeadwall;
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}
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else if(c->wall == waCavefloor) c->wall = waCavewall;
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else if(c->wall == waSea && c->land == laCaribbean) c->wall = waCIsland;
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else if(c->wall == waSea && c->land == laCaribbean) c->wall = waShallow;
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else if(c->wall == waSea && c->land == laWhirlpool) return false;
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else if(c->wall == waSea) c->wall = waNone;
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else if(c->wall == waSea) c->wall = waShallow;
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else if(c->wall == waDeepWater) c->wall = waShallow;
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else if(c->wall == waShallow) c->wall = waNone;
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else if(c->wall == waLake) c->wall = waShallow;
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else if(isWateryOrBoat(c) || c->wall == waFrozenLake) c->wall = waNone;
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else if(isWateryOrBoat(c) || c->wall == waFrozenLake) c->wall = waNone;
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else if(cellHalfvine(c)) {
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