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dont_gen_asteroids flag
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@ -321,6 +321,8 @@ EX eItem wanderingTreasure(cell *c) {
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return treasureType(l);
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return treasureType(l);
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}
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}
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EX bool dont_gen_asteroids = false;
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/** generate the wandering monsters */
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/** generate the wandering monsters */
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EX void wandering() {
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EX void wandering() {
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#if CAP_COMPLEX2
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#if CAP_COMPLEX2
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@ -568,7 +570,7 @@ EX void wandering() {
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continue;
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continue;
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}
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}
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else if(c->land == laAsteroids) {
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else if(c->land == laAsteroids && !dont_gen_asteroids) {
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int gen = 0;
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int gen = 0;
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if(asteroids_generated * 12 <= items[itAsteroid]) gen = 2;
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if(asteroids_generated * 12 <= items[itAsteroid]) gen = 2;
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if(gen == 0) {
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if(gen == 0) {
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