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3d:: getHemisphere works nicely; disabled wall removing in sphere3 crossroads
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e0fa2c2e1c
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2
game.cpp
2
game.cpp
@ -3337,6 +3337,8 @@ bool makeEmpty(cell *c) {
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c->wall = waBoat;
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c->wall = waBoat;
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else if(c->wall == waFreshGrave && bounded)
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else if(c->wall == waFreshGrave && bounded)
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;
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;
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else if(c->wall == waBarrier && sphere && DIM == 3)
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;
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else if(isReptile(c->wall))
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else if(isReptile(c->wall))
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c->wparam = reptilemax();
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c->wparam = reptilemax();
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else if(c->wall == waAncientGrave && bounded)
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else if(c->wall == waAncientGrave && bounded)
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@ -449,6 +449,10 @@ int getHemisphere(heptagon *h, int which) {
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int getHemisphere(cell *c, int which) {
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int getHemisphere(cell *c, int which) {
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if(euwrap) return 0;
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if(euwrap) return 0;
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if(DIM == 3) {
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ld z = sphere3::vertices120[c->master->zebraval][which];
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return int(z * 6 + 10.5) - 10;
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}
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if(which == 0 && GOLDBERG && has_nice_dual()) {
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if(which == 0 && GOLDBERG && has_nice_dual()) {
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set<cell*> visited;
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set<cell*> visited;
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vector<cell*> q;
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vector<cell*> q;
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