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	pcmove:: dont attack tree if you have flash
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		| @@ -716,8 +716,10 @@ bool pcmove::after_escape() { | |||||||
|   if(forcedmovetype == fmAttack) attackable = true; |   if(forcedmovetype == fmAttack) attackable = true; | ||||||
|   attackable = attackable && (!c2->monst || isFriendly(c2)); |   attackable = attackable && (!c2->monst || isFriendly(c2)); | ||||||
|   attackable = attackable && !nonAdjacentPlayer(cwt.at,c2); |   attackable = attackable && !nonAdjacentPlayer(cwt.at,c2); | ||||||
|      |    | ||||||
|   if(attackable && fmsAttack) { |   bool dont_attack = items[itOrbFlash] || items[itOrbLightning]; | ||||||
|  |    | ||||||
|  |   if(attackable && fmsAttack && !dont_attack) { | ||||||
|     if(checkNeedMove(checkonly, true)) return false; |     if(checkNeedMove(checkonly, true)) return false; | ||||||
|     nextmovetype = nm ? lmAttack : lmSkip; |     nextmovetype = nm ? lmAttack : lmSkip; | ||||||
|     if(c2->wall == waSmallTree) { |     if(c2->wall == waSmallTree) { | ||||||
|   | |||||||
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