Use IS_WATERWALL and is_waterwall
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@@ -3460,7 +3460,7 @@ 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 (IS_WATERWALL(typ)) {
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if (weapon == THROWN_WEAPON || weapon == KICKED_WEAPON)
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break;
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}
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@@ -4705,7 +4705,7 @@ zap_over_floor(xchar x, xchar y, int type, boolean *shopdamage,
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boolean lava = is_lava(x, y),
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moat = is_moat(x, y);
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if (lev->typ == WATER) {
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if (IS_WATERWALL(lev->typ)) {
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/* For now, don't let WATER freeze. */
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if (see_it)
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pline_The("%s freezes for a moment.", hliquid("water"));
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