Use u_at macro
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@@ -749,7 +749,7 @@ newsym(register int x, register int y)
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/* only permit updating the hero when swallowed */
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if (u.uswallow) {
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if (x == u.ux && y == u.uy)
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if (u_at(x, y))
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display_self();
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return;
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}
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@@ -794,7 +794,7 @@ newsym(register int x, register int y)
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return;
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}
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if (x == u.ux && y == u.uy) {
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if (u_at(x, y)) {
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int see_self = canspotself();
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/* update map information for <u.ux,u.uy> (remembered topology
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@@ -831,7 +831,7 @@ newsym(register int x, register int y)
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/* Can't see the location. */
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} else {
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if (x == u.ux && y == u.uy) {
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if (u_at(x, y)) {
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feel_location(u.ux, u.uy); /* forces an update */
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if (canspotself())
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@@ -1216,7 +1216,7 @@ under_water(int mode)
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for (x = u.ux - 1; x <= u.ux + 1; x++)
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for (y = u.uy - 1; y <= u.uy + 1; y++)
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if (isok(x, y) && (is_pool_or_lava(x, y) || is_ice(x, y))) {
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if (Blind && !(x == u.ux && y == u.uy))
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if (Blind && !u_at(x, y))
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show_glyph(x, y, GLYPH_UNEXPLORED);
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else
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newsym(x, y);
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@@ -2182,7 +2182,7 @@ map_glyphinfo(
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glyph_info *glyphinfo)
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{
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int offset;
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boolean is_you = (x == u.ux && y == u.uy
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boolean is_you = (u_at(x, y)
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/* verify hero or steed (not something underneath
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when hero is invisible without see invisible,
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or a temporary display effect like an explosion);
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