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removed the obsolete function isHive
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5f82699052
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@ -1775,7 +1775,6 @@ namespace hive {
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// pheromones!
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// pheromones!
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if(c->land == laHive && c->landparam < 90) c->landparam += 5;
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if(c->land == laHive && c->landparam < 90) c->landparam += 5;
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if(c2->land == laHive && c2->landparam < 90) c2->landparam += 5;
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if(c2->land == laHive && c2->landparam < 90) c2->landparam += 5;
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// if(isHive(c2->land)) c2->land = eLand(laHive0+k);
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/* if(c2->item == itRoyalJelly && !isQueen(m)) {
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/* if(c2->item == itRoyalJelly && !isQueen(m)) {
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// advance!
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// advance!
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c2->monst = eMonster(m+BUGCOLORS);
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c2->monst = eMonster(m+BUGCOLORS);
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@ -244,10 +244,6 @@ bool isArmedEnemy(cell *w, eMonster forwho) {
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return w->monst != moCrystalSage && w->monst != moCrusher && isActiveEnemy(w, forwho);
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return w->monst != moCrystalSage && w->monst != moCrusher && isActiveEnemy(w, forwho);
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}
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}
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bool isHive(eLand l) {
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return l == laHive;
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}
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bool eternalFire(cell *c) {
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bool eternalFire(cell *c) {
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return c->land == laDryForest || (c->land == laPower && !smallbounded) || c->land == laMinefield ||
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return c->land == laDryForest || (c->land == laPower && !smallbounded) || c->land == laMinefield ||
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c->land == laEFire || c->land == laElementalWall;
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c->land == laEFire || c->land == laElementalWall;
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@ -1477,7 +1477,7 @@ void giantLandSwitch(cell *c, int d, cell *from) {
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}
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}
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}
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}
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ONEMPTY {
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ONEMPTY {
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if(isHive(c->land) && hrand_monster(6000) < (hive::hivehard() - 15))
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if(hrand_monster(6000) < (hive::hivehard() - 15))
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c->monst = hive::randomHyperbug();
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c->monst = hive::randomHyperbug();
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/* if(hrand(1500) < 30 + (kills[moBug0] + kills[moBug1] + kills[moBug2]) && notDippingFor(itRoyalJelly))
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/* if(hrand(1500) < 30 + (kills[moBug0] + kills[moBug1] + kills[moBug2]) && notDippingFor(itRoyalJelly))
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@ -702,12 +702,6 @@ eLand getNewLand(eLand old) {
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eLand tab[1024];
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eLand tab[1024];
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int cnt = 0;
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int cnt = 0;
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/* if(isHive(old) && hrand(100) < 90) {
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eLand n = old;
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while(n == old) n = eLand(laHive0 + hrand(3));
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return n;
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} */
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// return (hrand(2)) ? laMotion : laJungle;
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// return (hrand(2)) ? laMotion : laJungle;
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// the basic lands, always available
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// the basic lands, always available
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