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fixed the index order for shpos
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a9ec2be47e
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@ -1436,7 +1436,7 @@ EX void moveshadow() {
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shpos.resize(SHSIZE);
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for(int p: player_indices()) {
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cell *c = shpos[p][cshpos];
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cell *c = shpos[cshpos][p];
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if(c && c->monst == moShadow) {
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for(int j=0; j<c->type; j++)
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if(c->move(j) && canAttack(c, moShadow, c->move(j), c->move(j)->monst, AF_ONLY_FBUG | AF_GETPLAYER))
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@ -1444,11 +1444,11 @@ EX void moveshadow() {
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c->monst = moNone;
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shfrom = c;
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}
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shpos[p][cshpos] = playerpos(p);
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shpos[cshpos][p] = playerpos(p);
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}
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cshpos = (cshpos+1) % SHSIZE;
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for(int p: player_indices()) {
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cell* where = shpos[p][cshpos];
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cell* where = shpos[cshpos][p];
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if(where && where->monst == moNone && where->cpdist && among(where->land, laGraveyard, laCursed) &&
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!sword::at(where)) {
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if(shfrom) animateMovement(match(shfrom, where), LAYER_SMALL);
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@ -1657,6 +1657,6 @@ addHook(hooks_removecells, 0, [] () {
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eliminate_if(buggycells, is_cell_removed);
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eliminate_if(butterflies, [] (pair<cell*,int>& p) { return is_cell_removed(p.first); });
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for(int i=0; i<SHSIZE; i++) for(int p=0; p<MAXPLAYER; p++)
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set_if_removed(shpos[p][i], NULL);
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set_if_removed(shpos[i][p], NULL);
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});
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}
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