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the new orbs appear (also some more refactoring and updated graphics for Swords)
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@@ -629,7 +629,10 @@ bool drawItemType(eItem it, cell *c, const transmatrix& V, int icol, int ticks,
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else if(xch == 'o' || it == itInventory) {
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if(it == itOrbFire) icol = firecolor(100);
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queuepoly(V, shDisk, darkena(icol, 0, hidden ? 0x20 : 0xC0));
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int pr = PPR_ITEM;
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bool inice = c && c->wall == waIcewall;
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if(inice) pr = PPR_HIDDEN;
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queuepolyat(V, shDisk, darkena(icol, 0, inice ? 0x80 : hidden ? 0x20 : 0xC0), pr);
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if(it == itOrbFire) icol = firecolor(200);
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if(it == itOrbFriend || it == itOrbDiscord) icol = 0xC0C0C0;
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if(it == itOrbFrog) icol = 0xFF0000;
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@@ -647,7 +650,7 @@ bool drawItemType(eItem it, cell *c, const transmatrix& V, int icol, int ticks,
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isDirectionalOrb(it) ? shSpearRing :
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it == itOrb37 ? shHeptaRing :
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shRing;
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queuepoly(V * spin(ticks / 1500.), sh, darkena(icol, 0, int(0x80 + 0x70 * sin(ticks / 300.))));
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queuepolyat(V * spin(ticks / 1500.), sh, darkena(icol, 0, int(0x80 + 0x70 * sin(ticks / 300.))), pr);
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}
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else if(it) return true;
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