Use u_at macro
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@@ -181,7 +181,7 @@ drop_throw(
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if (!objgone) {
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if (!flooreffects(obj, x, y, "fall")) {
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place_object(obj, x, y);
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if (!mtmp && x == u.ux && y == u.uy)
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if (!mtmp && u_at(x, y))
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mtmp = &g.youmonst;
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if (mtmp && ohit)
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passive_obj(mtmp, obj, (struct attack *) 0);
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@@ -598,7 +598,7 @@ m_throw(
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} else if (mtmp) {
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if (ohitmon(mtmp, singleobj, range, TRUE))
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break;
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} else if (g.bhitpos.x == u.ux && g.bhitpos.y == u.uy) {
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} else if (u_at(g.bhitpos.x, g.bhitpos.y)) {
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if (g.multi)
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nomul(0);
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@@ -1110,8 +1110,8 @@ linedup(
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/* straight line, orthogonal to the map or diagonal */
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if ((!g.tbx || !g.tby || abs(g.tbx) == abs(g.tby))
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&& distmin(g.tbx, g.tby, 0, 0) < BOLT_LIM) {
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if ((ax == u.ux && ay == u.uy) ? (boolean) couldsee(bx, by)
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: clear_path(ax, ay, bx, by))
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if (u_at(ax, ay) ? (boolean) couldsee(bx, by)
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: clear_path(ax, ay, bx, by))
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return TRUE;
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/* don't have line of sight, but might still be lined up
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if that lack of sight is due solely to boulders */
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