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fixup to CR
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@ -1157,6 +1157,7 @@ EX bool buildBarrier3D(cell *c, eLand l2, int forced_dir) {
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#endif
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EX bool buildBarrierNowall(cell *c, eLand l2, int forced_dir IS(NODIR)) {
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if(among(l2, laCrossroads2, laCrossroads5)) return false;
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return general_barrier_build(NOWALLSEP, c, l2, forced_dir);
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}
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@ -1810,9 +1810,9 @@ EX void build_walls(cell *c, cell *from) {
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return;
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}
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else if(good_for_wall(c) && ls::any_wall() && c->land == laCrossroads4 && hrand(10000) < 7000 && c->land && !c->master->alt && !tactic::on && !racing::on &&
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else if(good_for_wall(c) && ls::any_wall() && c->land == laCrossroads4 && hrand(10000) < 7000 && c->land && !c->master->alt && !tactic::on && !racing::on &&
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buildBarrierNowall(c, getNewLand(laCrossroads4))) ;
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else if(good_for_wall(c) && ls::any_wall() && hrand(I10000) < 20 && !generatingEquidistant && !yendor::on && !tactic::on && !racing::on && !isCrossroads(c->land) &&
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landUnlockedIngame(laCrossroads4) && !weirdhyperbolic && !c->master->alt && c->bardir != NOBARRIERS &&
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!inmirror(c) && !isSealand(c->land) && !isHaunted(c->land) && !isGravityLand(c->land) &&
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