Fix some level flags, sokoban premapping
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@@ -406,10 +406,6 @@ fixup_special()
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place_lregion(0,0,0,0,0,0,0,0,LR_BRANCH,(d_level *)0);
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}
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/* KMH -- Sokoban levels */
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if(In_sokoban(&u.uz))
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sokoban_detect();
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/* Still need to add some stuff to level file */
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if (Is_medusa_level(&u.uz)) {
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struct obj *otmp;
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@@ -2792,17 +2792,10 @@ spo_level_flags(coder)
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if (flags & NOMMAP) level.flags.nommap = 1;
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if (flags & SHORTSIGHTED) level.flags.shortsighted = 1;
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if (flags & ARBOREAL) level.flags.arboreal = 1;
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/*
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if (flags & NOFLIPX) coder->allow_flips &= ~1;
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if (flags & NOFLIPY) coder->allow_flips &= ~2;
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if (flags & MAZELEVEL) level.flags.is_maze_lev = 1;
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if (flags & PREMAPPED) coder->premapped = TRUE;
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if (flags & SHROUD) level.flags.hero_memory = 0;
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if (flags & STORMY) level.flags.stormy = 1;
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if (flags & GRAVEYARD) level.flags.graveyard = 1;
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if (flags & SKYMAP) level.flags.sky = 1;
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if (flags & FLAG_RNDVAULT) coder->allow_flips = 0;
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*/
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opvar_free(flagdata);
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}
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@@ -5048,8 +5041,6 @@ next_opcode:
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remove_boundary_syms();
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wallification(1, 0, COLNO-1, ROWNO-1);
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/*flip_level_rnd(coder->allow_flips);*/
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count_features();
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if (coder->premapped) sokoban_detect();
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