ice followup
Ensure that we don't start a timer on ice that the player or a monster didn't create when zapping existing ice.
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@@ -3674,8 +3674,11 @@ boolean *shopdamage;
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}
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else if(abstype == ZT_COLD && is_ice(x,y)) {
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/* Already ice here, so just firm it up. */
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spot_stop_timers(x, y, MELT_ICE_AWAY); /* stop existing timer */
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start_melt_ice_timeout(x,y); /* start new timer */
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/* Now ensure that only ice that is already timed is affected */
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if (spot_time_left(x,y,MELT_ICE_AWAY)) {
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spot_stop_timers(x, y, MELT_ICE_AWAY); /* stop existing timer */
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start_melt_ice_timeout(x,y); /* start new timer */
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}
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}
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if(closed_door(x, y)) {
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int new_doormask = -1;
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