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more map effects for the new stuff
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@ -272,7 +272,8 @@ EX void prespill(cell* c, eWall t, int rad, cell *from) {
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c->wall == waVinePlant || isFire(c) || c->wall == waBonfireOff || c->wall == waVineHalfA || c->wall == waVineHalfB ||
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c->wall == waCamelotMoat || c->wall == waSea || c->wall == waCTree ||
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c->wall == waRubble || c->wall == waGargoyleFloor || c->wall == waGargoyle ||
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c->wall == waRose || c->wall == waPetrified || c->wall == waPetrifiedBridge || c->wall == waRuinWall)
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c->wall == waRose || c->wall == waPetrified || c->wall == waPetrifiedBridge || c->wall == waRuinWall ||
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among(c->wall, waDeepWater, waShallow))
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t = waTemporary;
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if(c->wall == waSulphur) {
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@ -603,7 +603,7 @@ EX void moverefresh(bool turn IS(true)) {
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addMessage(XLAT("%The1 drowns!", c->monst));
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if(isBull(c->monst)) {
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addMessage(XLAT("%The1 is filled!", c->wall));
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c->wall = waNone;
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c->wall = waShallow;
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}
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fallMonster(c, AF_FALL);
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}
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7
game.cpp
7
game.cpp
@ -345,10 +345,15 @@ EX void pushThumper(const movei& mi) {
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}
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else if(isWatery(cto)) {
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addMessage(XLAT("%The1 fills the hole!", w));
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cto->wall = w == waThumperOn ? waTempBridge : waNone;
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cto->wall = w == waThumperOn ? waTempBridge : waShallow;
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cto->wparam = th->wparam;
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playSound(cto, "splash"+pick12());
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}
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else if(cto->wall == waShallow) {
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addMessage(XLAT("%The1 fills the hole!", w));
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cto->wall = waNone;
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playSound(cto, "splash"+pick12());
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}
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else
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cto->wall = w;
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if(explode) cto->wall = waFireTrap, cto->wparam = explode;
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5
orbs.cpp
5
orbs.cpp
@ -731,6 +731,11 @@ EX eMonster summonedAt(cell *dest) {
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return moBomberbird;
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if(dest->wall == waTrapdoor)
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return dest->land == laPalace ? moFatGuard : moOrangeDog;
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if(dest->land == laFrog && dest->wall == waNone) {
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forCellEx(c1, dest) if(c1->wall == waShrub) return moVaulter;
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forCellEx(c1, dest) if(c1->wall == waDeepWater) return moFrog;
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forCellEx(c1, dest) if(c1->wall == waStone) return moPhaser;
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}
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if(dest->wall == waSea)
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return
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isElemental(dest->land) ? moWaterElemental :
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@ -38,7 +38,7 @@ EX bool boatGoesThrough(cell *c) {
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c->wall == waDeadfloor || c->wall == waCIsland || c->wall == waCIsland2 ||
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c->wall == waMineUnknown || c->wall == waMineMine || c->wall == waMineOpen ||
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c->wall == waBonfireOff || c->wall == waFire || c->wall == waPartialFire ||
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c->wall == waArrowTrap;
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c->wall == waArrowTrap || c->wall == waShallow;
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}
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EX void become_water(cell *c) {
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