Walls of lava
Add "walls of lava", basically lava which blocks vision and require a bit more than just levitation or flight to move through. No levels use this yet, as testing isn't thorough enough.
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@@ -3524,7 +3524,7 @@ bhit(coordxy ddx, coordxy ddy, int range, /* direction and range */
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typ = levl[gb.bhitpos.x][gb.bhitpos.y].typ;
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/* WATER aka "wall of water" stops items */
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if (IS_WATERWALL(typ)) {
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if (IS_WATERWALL(typ) || typ == LAVAWALL) {
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if (weapon == THROWN_WEAPON || weapon == KICKED_WEAPON)
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break;
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}
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@@ -4780,8 +4780,8 @@ zap_over_floor(
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break; /* ZT_FIRE */
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case ZT_COLD:
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if (is_pool(x, y) || is_lava(x, y)) {
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boolean lava = is_lava(x, y),
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if (is_pool(x, y) || is_lava(x, y) || levl[x][y].typ == LAVAWALL) {
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boolean lava = (is_lava(x, y) || levl[x][y].typ == LAVAWALL),
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moat = is_moat(x, y);
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if (IS_WATERWALL(lev->typ)) {
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