Comment typofixes, pt 4
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@@ -625,7 +625,7 @@ int d;
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/*
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* Place a level. First, find the possible places on a dungeon map
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* template. Next pick one. Then try to place the next level. If
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* sucessful, we're done. Otherwise, try another (and another) until
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* successful, we're done. Otherwise, try another (and another) until
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* all possible places have been tried. If all possible places have
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* been exhausted, return false.
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*/
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@@ -1548,7 +1548,7 @@ level_difficulty()
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} else {
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res = depth(&u.uz);
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/* depth() is the number of elevation units (levels) below
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the theorhetical surface; in a builds-up branch, that value
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the theoretical surface; in a builds-up branch, that value
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ends up making the harder to reach levels be treated as if
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they were easier; adjust for the extra effort involved in
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going down to the entrance and then up to the location */
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@@ -2016,7 +2016,7 @@ int ledger_num;
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mptr->flags.forgot = 1;
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mptr->br = (branch *) 0;
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/* custom names are erased, not just forgotten until revisted */
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/* custom names are erased, not just forgotten until revisited */
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if (mptr->custom) {
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mptr->custom_lth = 0;
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free((genericptr_t) mptr->custom);
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@@ -2380,7 +2380,7 @@ recalc_mapseen()
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mptr->feat.naltar = count;
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break;
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/* An automatic annotation is added to the Castle and
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* to Fort Ludios once their struncture's main entrance
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* to Fort Ludios once their structure's main entrance
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* has been seen (in person or via magic mapping).
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* DOOR: possibly a lowered drawbridge's open portcullis;
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* DBWALL: a raised drawbridge's "closed door";
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