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improved the 'full game' in weird CR4
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@@ -1568,7 +1568,7 @@ void giantLandSwitch(cell *c, int d, cell *from) {
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if(hrand(1000) < 150 && celldist(c) >= 3 && !pseudohept(c))
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c->wall = waSmallTree;
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int q = 0;
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if(!nonbitrunc && !chaosmode) for(int i=0; i<c->type; i++)
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if(!nonbitrunc && !chaosmode && !weirdhyperbolic) for(int i=0; i<c->type; i++)
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if(c->mov[i] && !isWarped(c->mov[i]->land) && c->mov[i]->land != laCrossroads4)
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q++;
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if(q == 1) c->wall = waWarpGate;
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@@ -1746,8 +1746,10 @@ void giantLandSwitch(cell *c, int d, cell *from) {
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if(c->landparam % TEMPLE_EACH == 0 && c->landparam <= 24) {
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int q = 0;
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forCellEx(c2, c)
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if(c2->landparam % TEMPLE_EACH == 0 && !ishept(c2)) q++;
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if(c2->landparam % TEMPLE_EACH == 0 && !pseudohept(c2)) q++;
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placecolumn = q == 2;
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if(placecolumn && weirdhyperbolic && nonbitrunc && hrand(100) >= 50)
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placecolumn = false;
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if(placecolumn) {
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placecolumn = false;
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cell *c2 = c;
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