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fixed Hall of Mirrors in PTM, added mercury rivers, improved wall sorting
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10
flags.cpp
10
flags.cpp
@@ -24,7 +24,8 @@ bool isWatery(cell *c) {
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}
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bool isChasmy(cell *c) {
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return c->wall == waChasm || c->wall == waSulphur || c->wall == waSulphurC || c->wall == waBubble;
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return c->wall == waChasm || c->wall == waSulphur || c->wall == waSulphurC || c->wall == waBubble ||
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c->wall == waMercury;
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}
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bool isWateryOrBoat(cell *c) {
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@@ -588,6 +589,13 @@ bool survivesWater(eMonster m) {
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m == moTortoise; // Tortoises and Ivies survive, but don't go through water
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}
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// survives Mercury or Sulphur
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bool survivesPoison(eMonster m, eWall p) {
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return
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isGhost(m) || m == moWitchGhost || m == moShadow ||
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isBird(m) || m == moAirElemental || isDragon(m);
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}
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// flying even if stunned
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bool isPermanentFlying(eMonster m) {
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return m == moAirElemental || isGhost(m);
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