Make SINKS unconditional.
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@@ -3160,10 +3160,8 @@ struct obj **pobj; /* object tossed/used, set to NULL
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(is_pool(bhitpos.x, bhitpos.y) ||
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is_lava(bhitpos.x, bhitpos.y)))
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break;
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#ifdef SINKS
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if(IS_SINK(typ) && weapon != FLASHED_LIGHT)
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break; /* physical objects fall onto sink */
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#endif
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}
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/* limit range of ball so hero won't make an invalid move */
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if (weapon == THROWN_WEAPON && range > 0 &&
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@@ -3273,10 +3271,8 @@ int dx, dy;
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}
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tmp_at(bhitpos.x, bhitpos.y);
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delay_output();
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#ifdef SINKS
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if(IS_SINK(levl[bhitpos.x][bhitpos.y].typ))
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break; /* boomerang falls on sink */
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#endif
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/* ct==0, initial position, we want next delta to be same;
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ct==5, opposite position, repeat delta undoes first one */
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if (ct % 5 != 0) i += (counterclockwise ? -1 : 1);
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