Don't recompute sct_coastal in desi(), just use it
No need to recompute it since sct_coastal was redesigned to be
reliable in 4.3.0 (commit 7b947943
),
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1 changed files with 7 additions and 19 deletions
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@ -97,25 +97,13 @@ desi(void)
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continue;
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continue;
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if (sect.sct_type == SCT_SANCT)
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if (sect.sct_type == SCT_SANCT)
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breaksanct++;
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breaksanct++;
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if ((des == SCT_HARBR) || (des == SCT_BHEAD)) {
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if ((des == SCT_HARBR || des == SCT_BHEAD) && !sect.sct_coastal) {
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for (n = 1; n <= 6; n++) {
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pr("%s does not border on water.\n",
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getsect(nstr.x + diroff[n][0],
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xyas(nstr.x, nstr.y, player->cnum));
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nstr.y + diroff[n][1], &check);
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if (player->god)
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if (check.sct_type == SCT_WATER)
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pr("But if it's what you want ...\n");
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break;
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else
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if (check.sct_type == SCT_BSPAN)
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continue;
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break;
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if (check.sct_type == SCT_BTOWER)
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break;
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}
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if (n > 6) {
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pr("%s does not border on water.\n",
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xyas(nstr.x, nstr.y, player->cnum));
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if (player->god)
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pr("But if it's what you want ...\n");
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else
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continue;
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}
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}
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}
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if (sect.sct_type == SCT_SANCT && !player->god)
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if (sect.sct_type == SCT_SANCT && !player->god)
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continue;
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continue;
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