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isThorny using flags
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@ -57,6 +57,7 @@ WALLFLAGCHECK(isStandardTree, flag & WF_STDTREE)
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WALLFLAGCHECK(isGrave, flag & WF_GRAVE)
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WALLFLAGCHECK(isGrave, flag & WF_GRAVE)
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WALLFLAGCHECK(isReptile, flag & WF_REPTILE)
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WALLFLAGCHECK(isReptile, flag & WF_REPTILE)
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WALLFLAGCHECK(useHeatColoring, flag & WF_HEATCOLOR)
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WALLFLAGCHECK(useHeatColoring, flag & WF_HEATCOLOR)
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WALLFLAGCHECK(isThorny, flag & WF_THORNY)
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LANDFLAGCHECK(generateAll, flag & LF_GENERATE_ALL)
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LANDFLAGCHECK(generateAll, flag & LF_GENERATE_ALL)
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LANDFLAGCHECK(isIcyLand, flag & LF_ICY)
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LANDFLAGCHECK(isIcyLand, flag & LF_ICY)
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@ -312,8 +313,6 @@ bool survivesFall(eMonster m) {
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return isBird(m) || m == moAirElemental || m == moSkeleton || isDragon(m) || m == moShadow || isGhost(m);
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return isBird(m) || m == moAirElemental || m == moSkeleton || isDragon(m) || m == moShadow || isGhost(m);
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}
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}
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bool isThorny(eWall w) { return w == waRose; }
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bool checkOrb(eMonster m1, eItem orb) {
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bool checkOrb(eMonster m1, eItem orb) {
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if(m1 == moPlayer) return markOrb(orb);
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if(m1 == moPlayer) return markOrb(orb);
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if(isFriendly(m1)) return markEmpathy(orb);
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if(isFriendly(m1)) return markEmpathy(orb);
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