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adjusted elec to Eclectic City
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@ -137,7 +137,7 @@ void celldrawer::setcolors() {
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case laDesert: case laKraken: case laDocks: case laCA:
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case laDesert: case laKraken: case laDocks: case laCA:
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case laMotion: case laGraveyard: case laWineyard: case laLivefjord:
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case laMotion: case laGraveyard: case laWineyard: case laLivefjord:
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case laRlyeh: case laHell: case laCrossroads: case laJungle:
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case laRlyeh: case laHell: case laCrossroads: case laJungle:
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case laAlchemist:
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case laAlchemist: case laFrog:
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fcol = floorcolors[c->land]; break;
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fcol = floorcolors[c->land]; break;
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case laWet:
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case laWet:
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@ -385,7 +385,7 @@ void celldrawer::setcolors() {
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break;
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break;
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}
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}
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case laIce: case laCocytus: case laBlizzard:
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case laIce: case laCocytus: case laBlizzard: case laEclectic:
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if(useHeatColoring(c)) {
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if(useHeatColoring(c)) {
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float h = HEAT(c);
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float h = HEAT(c);
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eLand l = c->land;
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eLand l = c->land;
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@ -987,6 +987,13 @@ void celldrawer::set_land_floor(const transmatrix& Vf) {
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set_floor(cgi.shFeatherFloor);
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set_floor(cgi.shFeatherFloor);
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break;
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break;
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case laFrog:
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if(c->wall == waDeepWater)
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set_floor(cgi.shFloor);
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else
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set_floor(cgi.shFeatherFloor);
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break;
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case laZebra:
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case laZebra:
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set_zebrafloor();
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set_zebrafloor();
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break;
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break;
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@ -1009,6 +1016,7 @@ void celldrawer::set_land_floor(const transmatrix& Vf) {
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case laVolcano:
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case laVolcano:
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case laVariant:
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case laVariant:
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case laEclectic:
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set_floor(cgi.shLavaFloor);
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set_floor(cgi.shLavaFloor);
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break;
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break;
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16
complex.cpp
16
complex.cpp
@ -209,6 +209,7 @@ EX namespace elec {
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if(c->wall == waSea || c->wall == waGrounded) return ecGrounded;
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if(c->wall == waSea || c->wall == waGrounded) return ecGrounded;
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if(c->wall == waSandstone || c->wall == waDeadTroll ||
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if(c->wall == waSandstone || c->wall == waDeadTroll ||
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c->wall == waDeadTroll2 ||
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c->wall == waDeadTroll2 ||
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among(c->wall, waBigTree, waSmallTree, waExplosiveBarrel, waRed1, waRed2, waRed3) ||
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c->wall == waVinePlant ||
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c->wall == waVinePlant ||
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c->wall == waMetal || isAlchAny(c))
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c->wall == waMetal || isAlchAny(c))
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return isElectricLand(c) ? ecConductor : ecGrounded;
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return isElectricLand(c) ? ecConductor : ecGrounded;
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@ -341,10 +342,19 @@ EX namespace elec {
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if(isPlayerOn(c)) {
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if(isPlayerOn(c)) {
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killThePlayerAt(moLightningBolt, c, 0);
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killThePlayerAt(moLightningBolt, c, 0);
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}
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}
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if(c->wall == waSandstone)
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if(c->wall == waSandstone) {
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c->wall = waNone, c->item = itFulgurite,
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c->wall = waNone, drawParticles(c, winf[waSandstone].color, 16);
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drawParticles(c, winf[waSandstone].color, 16);
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if(c->land == laStorms)
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c->item = itFulgurite;
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}
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if(c->wall == waRed1) c->wall = waNone;
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if(c->wall == waRed2) c->wall = waRed1;
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if(c->wall == waRed3) c->wall = waRed2;
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if(c->wall == waDeadTroll) c->wall = waCavefloor;
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if(c->wall == waDeadTroll) c->wall = waCavefloor;
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if(c->wall == waBigTree || c->wall == waSmallTree)
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makeflame(c, 10, false);
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if(c->wall == waExplosiveBarrel)
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explodeBarrel(c);
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if(c->wall == waDeadTroll2 || isAlchAny(c) || c->wall == waVinePlant)
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if(c->wall == waDeadTroll2 || isAlchAny(c) || c->wall == waVinePlant)
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drawParticles(c, winf[c->wall].color, 16),
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drawParticles(c, winf[c->wall].color, 16),
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c->wall = waNone;
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c->wall = waNone;
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