more continuation alignment after g to g? (.h)
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@@ -250,9 +250,9 @@
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((int) U_AP_TYPE == M_AP_NOTHING) \
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? hero_glyph \
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: ((int) U_AP_TYPE == M_AP_FURNITURE) \
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? cmap_to_glyph((int) gy.youmonst.mappearance) \
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? cmap_to_glyph((int) gy.youmonst.mappearance) \
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: ((int) U_AP_TYPE == M_AP_OBJECT) \
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? objnum_to_glyph((int) gy.youmonst.mappearance) \
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? objnum_to_glyph((int) gy.youmonst.mappearance) \
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/* else U_AP_TYPE == M_AP_MONSTER */ \
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: monnum_to_glyph((int) gy.youmonst.mappearance, Ugender)))
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10
include/rm.h
10
include/rm.h
@@ -431,16 +431,16 @@ typedef struct {
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#endif
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#ifdef EXTRA_SANITY_CHECKS
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#define place_worm_seg(m, x, y) \
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do { \
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if (gl.level.monsters[x][y] && gl.level.monsters[x][y] != m) \
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impossible("place_worm_seg over mon"); \
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do { \
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if (gl.level.monsters[x][y] && gl.level.monsters[x][y] != m) \
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impossible("place_worm_seg over mon"); \
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gl.level.monsters[x][y] = m; \
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} while(0)
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#define remove_monster(x, y) \
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do { \
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if (!gl.level.monsters[x][y]) \
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if (!gl.level.monsters[x][y]) \
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impossible("no monster to remove"); \
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gl.level.monsters[x][y] = (struct monst *) 0; \
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gl.level.monsters[x][y] = (struct monst *) 0; \
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} while(0)
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#else
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#define place_worm_seg(m, x, y) gl.level.monsters[x][y] = m
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