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replaced macro VALENCE with function valence()
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@@ -300,7 +300,7 @@ array<feature, 21> features {{
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{0x181418, 5, moSkeleton, VF { if(c->wall == waNone && !c->monst && hrand_monster(80000) < 25 + items[itVarTreasure]) c->monst = moSkeleton, c->hitpoints = 3; } },
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{0x180000, 5, moPyroCultist, VF { if(c->wall == waNone && !c->monst && hrand_monster(80000) < 25 + items[itVarTreasure]) c->monst = moPyroCultist; } },
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{0x00000C, 2, moFlailer, VF { if(c->wall == waNone && !c->monst && hrand_monster(80000) < 25 + items[itVarTreasure]) c->monst = moFlailer; } },
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{0x1C0700, 1, moHedge, VF { if(c->wall == waNone && !c->monst && hrand_monster(80000) < 25 + items[itVarTreasure] && VALENCE == 3) c->monst = moHedge; } },
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{0x1C0700, 1, moHedge, VF { if(c->wall == waNone && !c->monst && hrand_monster(80000) < 25 + items[itVarTreasure] && valence() == 3) c->monst = moHedge; } },
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{0x000c00,-1, moNone, VF { if(hrand(1500) < 30) createArrowTrapAt(c, laVariant); } },
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{0x001200,-1, moNone, VF { if(hrand(1500) < 50 && c->wall == waNone) c->wall = waTrapdoor; } },
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{0x000c18,-1, moNone, VF { if(hrand(1500) < 30) build_pool(c, true); } },
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@@ -779,7 +779,7 @@ EX int ambush(cell *c, eItem what) {
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vector<cell*> around;
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cell *clast = NULL;
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cell *ccur = c0;
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int v = VALENCE;
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int v = valence();
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if(v > 4) {
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for(cell *c: cl.lst) if(cl.getdist(c) == d) around.push_back(c);
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hrandom_shuffle(&around[0], isize(around));
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