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	the new orbs appear (also some more refactoring and updated graphics for Swords)
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							| @@ -456,7 +456,7 @@ bool ignoresPlates(eMonster m) { | ||||
|   } | ||||
|  | ||||
| bool itemBurns(eItem it) { | ||||
|   return it && it != itOrbDragon && it != itOrbFire && it != itDragon && it != itTreat; | ||||
|   return it && it != itOrbDragon && it != itOrbFire && it != itDragon && it != itOrbWinter && it != itOrbLava && it != itTreat && it != itLavaLily; | ||||
|   } | ||||
|  | ||||
| bool attackThruVine(eMonster m) { | ||||
| @@ -529,20 +529,22 @@ bool haveRangedOrb() { | ||||
|     items[itOrbIllusion] || items[itOrbSpace] || items[itOrbAir] || | ||||
|     items[itOrbFrog] || items[itOrbSummon] || items[itOrbMatter] || | ||||
|     items[itRevolver] || items[itOrbStunning] || items[itStrongWind] || | ||||
|     items[itOrbDomination] || items[itOrbNature] || items[itOrbDash]; | ||||
|     items[itOrbDomination] || items[itOrbNature] || items[itOrbDash] || | ||||
|     items[itOrbMorph]; | ||||
|   } | ||||
|  | ||||
| bool isOffensiveOrb(eItem it) { | ||||
|   return it == itOrbLightning || it == itOrbFlash || it == itOrbThorns || | ||||
|     it == itOrbDragon || it == itOrbStunning ||  | ||||
|     it == itOrbFreedom || it == itOrbPsi; | ||||
|     it == itOrbFreedom || it == itOrbPsi || | ||||
|     it == itOrbSide1 || it == itOrbSide2 || it == itOrbSide3; | ||||
|   } | ||||
|  | ||||
| bool isRangedOrb(eItem i) { | ||||
|   return i == itOrbPsi || i == itOrbDragon || i == itOrbTeleport || i == itOrbIllusion || | ||||
|     i == itOrbSpace || i == itOrbAir || i == itOrbFrog || | ||||
|     i == itOrbSummon || i == itOrbMatter || i == itRevolver || i == itOrbStunning || | ||||
|     i == itOrbDomination || i == itOrbNature || i == itOrbDash; | ||||
|     i == itOrbDomination || i == itOrbNature || i == itOrbDash || i == itOrbMorph; | ||||
|   } | ||||
|  | ||||
| bool isProtectionOrb(eItem i) { | ||||
| @@ -561,11 +563,12 @@ bool isUtilityOrb(eItem i) { | ||||
|   return i == itOrbSpeed || i == itOrbDigging ||  | ||||
|     i == itOrbSafety || i == itOrbTeleport || i == itOrbAether || | ||||
|     i == itOrbTime || i == itOrbSpace ||  | ||||
|     i == itOrbSummon || i == itOrbLuck || i == itOrbEnergy; | ||||
|     i == itOrbSummon || i == itOrbLuck || i == itOrbEnergy || | ||||
|     i == itOrbLava; | ||||
|   } | ||||
|  | ||||
| bool isDirectionalOrb(eItem i) { | ||||
|   return i == itOrbHorns || i == itOrbBull; | ||||
|   return i == itOrbHorns || i == itOrbBull || i == itOrbSword || i == itOrbSword2; | ||||
|   } | ||||
|  | ||||
| bool isRevivalOrb(eItem i) { | ||||
|   | ||||
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