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disabled Camelot in 3D fullgames
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@ -1321,7 +1321,7 @@ void buildBigStuff(cell *c, cell *from) {
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buildBarrier4(c, bd, 0, getNewLand(c->land), c->land); */
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buildBarrier4(c, bd, 0, getNewLand(c->land), c->land); */
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}
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}
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if((!chaosmode) && bearsCamelot(c->land) && is_master(c) && !binarytiling &&
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if((!chaosmode) && bearsCamelot(c->land) && is_master(c) && !binarytiling && !(hyperbolic && WDIM == 3) &&
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(quickfind(laCamelot) || peace::on || (hrand(I2000) < (c->land == laCrossroads4 ? 800 : 200) && horo_ok() &&
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(quickfind(laCamelot) || peace::on || (hrand(I2000) < (c->land == laCrossroads4 ? 800 : 200) && horo_ok() &&
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items[itEmerald] >= U5 && !tactic::on && !racing::on))) {
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items[itEmerald] >= U5 && !tactic::on && !racing::on))) {
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int rtr = newRoundTableRadius();
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int rtr = newRoundTableRadius();
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@ -574,6 +574,7 @@ bool isLandIngame(eLand l) {
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if(isElemental(l)) l = laElementalWall;
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if(isElemental(l)) l = laElementalWall;
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if(dual::state == 2 && !dual::check_side(l)) return false;
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if(dual::state == 2 && !dual::check_side(l)) return false;
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if((euclid || sol) && isCyclic(l) && l != specialland) return false;
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if((euclid || sol) && isCyclic(l) && l != specialland) return false;
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if(l == laCamelot && hyperbolic && WDIM == 3) return false;
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return land_validity(l).flags & lv::appears_in_full;
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return land_validity(l).flags & lv::appears_in_full;
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}
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}
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