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the new orbs appear (also some more refactoring and updated graphics for Swords)
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11
game.cpp
11
game.cpp
@@ -2466,7 +2466,12 @@ void checkTide(cell *c) {
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if(c->land == laVolcano) {
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int id = alchemyval(c, 0);
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if(id < 96) {
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if(c->wall == waNone || isWateryOrBoat(c) || c->wall == waVinePlant) c->wall = waMagma;
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if(c->wall == waNone || isWateryOrBoat(c) || c->wall == waVinePlant) {
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c->wall = waMagma;
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if(itemBurns(c->item)) {
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addMessage(XLAT("%The1 burns!", c->item)), c->item = itNone;
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}
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}
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}
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else if(c->wall == waMagma) c->wall = waNone;
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}
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@@ -6036,6 +6041,10 @@ void ambush(cell *c, eItem what) {
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dogs = 20;
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return;
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case itOrbLava:
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dogs = 20;
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return;
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case itOrbBeauty:
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dogs = 35;
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return;
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