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octagonal geometry and 10.0g
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21
classes.cpp
21
classes.cpp
@@ -1767,12 +1767,13 @@ struct gcell {
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unsigned
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pathdist : 7, // player distance wrt usual movement
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cpdist : 5, mpdist : 5; // current/minimum player distance
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cpdist : 8, mpdist : 8; // current/minimum player distance
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unsigned mondir : 3, // monster direction, for multi-tile monsters and graphics
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unsigned
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mondir : 4, // monster direction, for multi-tile monsters and graphics
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bardir : 4, // barrier direction
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stuntime : 4, // stun time left (for Palace Guards and Skeletons)
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hitpoints : 3; // hitpoints left (for Palace Guards, also reused as cpid for mirrors)
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hitpoints : 4; // hitpoints left (for Palace Guards, also reused as cpid for mirrors)
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unsigned landflags : 8; // extra flags for land
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@@ -1804,8 +1805,8 @@ struct gcell {
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#define fval LHU.fi.fieldval
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#define NODIR 7
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#define NOBARRIERS 8
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#define NODIR 8
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#define NOBARRIERS 9
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#define LAND_OVER 57
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#define LAND_OVERX 59
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@@ -1865,6 +1866,16 @@ eLand land_sph[LAND_SPH] = {
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laWildWest, laPalace, laBull, laPrairie, laCA
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};
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#define LAND_OCT 23
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eLand land_oct[LAND_OCT] = {
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laDesert, laIce, laCaves, laJungle, laAlchemist,
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laGraveyard, laRlyeh, laHell, laCocytus, laMotion,
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laDryForest, laDeadCaves, laRedRock, laMinefield, laLivefjord,
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laStorms, laOvergrown, laRose, laKraken, laBurial,
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laTrollheim, laBull, laHunting
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};
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#define LAND_HYP 51
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eLand land_hyp[LAND_HYP] = {
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laHell, laCocytus, laGraveyard,
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