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Reptile counters are now reset when fast creatures move over them
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@ -76,6 +76,8 @@ EX void moveEffect(const movei& mi, eMonster m) {
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cf->wall = waChasm;
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}
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if(ct->wall == waReptile) ct->wparam = -1;
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if(ct->wall == waArrowTrap && !ignoresPlates(m) && normal_gravity_at(ct))
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activateArrowTrap(ct);
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@ -1262,6 +1262,9 @@ EX void playerMoveEffects(cell *c1, cell *c2) {
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changes.ccell(c2);
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c2->wparam = 1;
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}
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if(c2->wall == waReptile)
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c2->wparam = -1;
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princess::playernear(c2);
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