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Prevent dice overlap after an animated die rolls away
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@ -2587,8 +2587,9 @@ EX void giantLandSwitch(cell *c, int d, cell *from) {
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case laDice: {
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case laDice: {
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#if CAP_COMPLEX2
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#if CAP_COMPLEX2
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if(fargen)
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if(fargen && !c->monst && !c->wall) {
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dice::generate_full(c, items[itDice] + yendor::hardness());
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dice::generate_full(c, items[itDice] + yendor::hardness());
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}
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#endif
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#endif
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break;
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break;
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}
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}
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