Fix wizmakemap leaving genocided monsters on map
If a genocided monster was in "limbo" (migrating to the same level), wizmakemap put it back on map.
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@@ -207,6 +207,7 @@ mimic immitating a slime mold would change fruit type when player assigned new
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parsing for the argument to 'scores' option was sloppy; "3a/o" (slash) and
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parsing for the argument to 'scores' option was sloppy; "3a/o" (slash) and
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"3a 1o" (space and digit one, not lowercase L) both worked but "3a o"
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"3a 1o" (space and digit one, not lowercase L) both worked but "3a o"
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(just space) was supposed to but didn't
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(just space) was supposed to but didn't
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wizmakemap could leave genocided monsters on map
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Fixes to Post-3.6.2 Problems that Were Exposed Via git Repository
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Fixes to Post-3.6.2 Problems that Were Exposed Via git Repository
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@@ -861,6 +861,7 @@ wiz_makemap(VOID_ARGS)
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u_on_rndspot((u.uhave.amulet ? 1 : 0) /* 'going up' flag */
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u_on_rndspot((u.uhave.amulet ? 1 : 0) /* 'going up' flag */
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| (was_in_W_tower ? 2 : 0));
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| (was_in_W_tower ? 2 : 0));
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losedogs();
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losedogs();
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kill_genocided_monsters();
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/* u_on_rndspot() might pick a spot that has a monster, or losedogs()
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/* u_on_rndspot() might pick a spot that has a monster, or losedogs()
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might pick the hero's spot (only if there isn't already a monster
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might pick the hero's spot (only if there isn't already a monster
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there), so we might have to move hero or the co-located monster */
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there), so we might have to move hero or the co-located monster */
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