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added some missing CAP_* guards
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4
orbs.cpp
4
orbs.cpp
@@ -1104,6 +1104,7 @@ void blowoff(const movei& mi) {
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if(ct->item) ct->item = itNone;
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moveItem(cf, ct, true);
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}
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#if CAP_COMPLEX2
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if(ct->monst == moAnimatedDie && dice::data[ct].happy() > 0) {
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ct->monst = moNone;
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ct->wall = waHappyDie;
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@@ -1123,6 +1124,7 @@ void blowoff(const movei& mi) {
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ct->stuntime = 5;
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addMessage(XLAT("You have made a Happy Die angry!"));
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}
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#endif
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items[itOrbAir]--;
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createNoise(2);
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bfs();
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@@ -1157,8 +1159,10 @@ EX movei blowoff_destination(cell *c, int& di) {
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if(d<c->type) for(int e=d; e<d+c->type; e++) {
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int di = e % c->type;
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cell *c2 = c->move(di);
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#if CAP_COMPLEX2
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if(dice::on(c) && !dice::can_roll(movei(c, di)))
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continue;
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#endif
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if(c2 && c2->cpdist > c->cpdist && passable(c2, c, P_BLOW)) return movei(c, c2, di);
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}
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return movei(c, c, NO_SPACE);
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