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improved dice movement on conflicts
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@ -1090,11 +1090,6 @@ EX void groupmove2(const movei& mi, eMonster movtype, flagtype mf) {
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}
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else return;
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if(c->monst == moAnimatedDie) {
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forCellEx(c3, from) if(c3 != c && c3->monst == moAnimatedDie)
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return;
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}
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if(from->monst) {
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if(mf & MF_MOUNT) {
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// don't go through friends
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@ -1158,6 +1153,13 @@ EX void groupmove2(const movei& mi, eMonster movtype, flagtype mf) {
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moveMonster(mi);
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onpath(from, 0);
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if(mi.t->monst == moAnimatedDie) {
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/* other dice will not pathfind through the original cell */
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/* this makes it easier for the player to roll dice correctly */
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onpath(c, 0);
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return;
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}
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}
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onpath(c, 0);
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// MAXGCELL
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