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do not remove the wall at starting point in all bounded geometries
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parent
a99e413f25
commit
7c659db68c
9
game.cpp
9
game.cpp
@ -2889,6 +2889,7 @@ void bfs() {
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}
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bool makeEmpty(cell *c) {
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if(c->monst != moPrincess) {
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if(isAnyIvy(c->monst)) killMonster(c, moPlayer, 0);
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else if(isWorm(c->monst)) {
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@ -2911,17 +2912,17 @@ bool makeEmpty(cell *c) {
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c->wall = waBoat; // , c->item = itOrbYendor;
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else if(c->land == laMinefield)
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c->wall = waMineOpen;
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else if(c->wall == waFan && sphere)
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else if(c->wall == waFan && bounded)
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;
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else if(c->wall == waOpenPlate && sphere)
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else if(c->wall == waOpenPlate && bounded)
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;
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else if(c->wall == waGiantRug)
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;
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else if(c->wall == waFreshGrave && (sphere || quotient))
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else if(c->wall == waFreshGrave && bounded)
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;
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else if(isReptile(c->wall))
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c->wparam = reptilemax();
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else if(c->wall == waAncientGrave && sphere)
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else if(c->wall == waAncientGrave && bounded)
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;
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else
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c->wall = waNone;
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