Make the "wall of water" stop thrown or kicked items
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@@ -3459,6 +3459,12 @@ bhit(int ddx, int ddy, int range, /* direction and range */
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typ = levl[g.bhitpos.x][g.bhitpos.y].typ;
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/* WATER aka "wall of water" stops items */
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if (typ == WATER) {
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if (weapon == THROWN_WEAPON || weapon == KICKED_WEAPON)
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break;
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}
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/* iron bars will block anything big enough and break some things */
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if (weapon == THROWN_WEAPON || weapon == KICKED_WEAPON) {
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if (obj->lamplit && !Blind)
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