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westwall:: no West treasures close to the wall
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4169fe4cb1
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@ -123,7 +123,7 @@ namespace westwall {
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void switchTreasure(cell *c) {
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void switchTreasure(cell *c) {
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c->item = itNone;
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c->item = itNone;
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if(safety) return;
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if(safety) return;
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if(hrand(5000) < PT(100 + 2 * (kills[moAirElemental] + kills[moWindCrow]), 200) && notDippingFor(itWindstone)
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if(hrand(5000) < PT(100 + 2 * (kills[moAirElemental] + kills[moWindCrow]), 200) && c->landparam >= 5 + items[itWest]
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&& getGhostcount() < 2)
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&& getGhostcount() < 2)
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c->item = itWest;
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c->item = itWest;
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else if(hrand(5000) < 20*PRIZEMUL)
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else if(hrand(5000) < 20*PRIZEMUL)
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3
game.cpp
3
game.cpp
@ -3153,6 +3153,9 @@ void bfs() {
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if(c2->item == itTrollEgg && c2->cpdist == distlimit && !shmup::on && c2->landparam && turncount-c2->landparam > 650)
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if(c2->item == itTrollEgg && c2->cpdist == distlimit && !shmup::on && c2->landparam && turncount-c2->landparam > 650)
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c2->item = itNone;
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c2->item = itNone;
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if(c2->item == itWest && c2->cpdist == distlimit && items[itWest] >= c2->landparam + 4)
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c2->item = itNone;
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if(c2->item == itMutant && c2->cpdist == distlimit && items[itMutant] >= c2->landparam) {
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if(c2->item == itMutant && c2->cpdist == distlimit && items[itMutant] >= c2->landparam) {
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c2->item = itNone;
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c2->item = itNone;
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}
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}
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