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when you have Orb of Aether you can now enter BSOC/trees if they cannot be pushed behind
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@@ -970,6 +970,8 @@ void pcmove::tell_why_cannot_attack() {
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bool pcmove::after_escape() {
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cell*& c2 = mi.t;
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bool woods_used = orbused[itOrbWoods];
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bool push_behind = c2->wall == waBigStatue || (among(c2->wall, waCTree, waSmallTree, waBigTree, waShrub, waVinePlant) && !c2->monst && markOrb(itOrbWoods));
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if(thruVine(c2, cwt.at) && markOrb(itOrbWoods)) push_behind = true;
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@@ -977,6 +979,10 @@ bool pcmove::after_escape() {
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if(push_behind && !c2->monst && !nonAdjacentPlayer(c2, cwt.at) && fmsMove) {
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eWall what = c2->wall;
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if(!thruVine(c2, cwt.at) && !canPushStatueOn(cwt.at, P_ISPLAYER)) {
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if(markOrb(itOrbAether)) {
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orbused[itOrbWoods] = woods_used;
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goto normal_aether_movement;
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}
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if(vmsg(miRESTRICTED, siWALL, c2, moNone)) {
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if(isFire(cwt.at))
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addMessage(XLAT("You have to escape first!"));
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@@ -1004,6 +1010,7 @@ bool pcmove::after_escape() {
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return perform_actual_move();
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}
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normal_aether_movement:
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bool attackable;
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attackable =
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c2->wall == waBigTree ||
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