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included fires in Cursed to make the Curse of Water have a positive aspect
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@ -2607,6 +2607,11 @@ EX void giantLandSwitch(cell *c, int d, cell *from) {
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if(c->wall == waStone && hrand(100) < 20)
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if(c->wall == waStone && hrand(100) < 20)
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c->wall = waRubble;
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c->wall = waRubble;
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}
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}
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if(d == 7 && c->wall == waDeepWater) {
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bool lone = true;
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forCellEx(c1, c) if(c1->wall == waDeepWater) lone = false;
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if(lone) c->wall = waEternalFire;
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}
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ONEMPTY {
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ONEMPTY {
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/* turrets */
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/* turrets */
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if(c->wall == waRubble) {
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if(c->wall == waRubble) {
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@ -2625,7 +2630,7 @@ EX void giantLandSwitch(cell *c, int d, cell *from) {
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bool border = false;
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bool border = false;
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for(int a=0; a<3; a++) forCellEx(c1, c) {
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for(int a=0; a<3; a++) forCellEx(c1, c) {
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if(c1->land != laCursed) border = true;
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if(c1->land != laCursed) border = true;
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bool wa = among(c1->wall, waStone, waRubble, waDeepWater);
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bool wa = among(c1->wall, waStone, waRubble, waDeepWater, waEternalFire);
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if(wa != last_wall) switches++;
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if(wa != last_wall) switches++;
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last_wall = wa;
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last_wall = wa;
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}
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}
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