Dehardcode sanctum temple secret door
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@@ -32,7 +32,9 @@ des.map([[
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| ------------- ----- ------- |
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----------------------------------------------------------------------------
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----------------------------------------------------------------------------
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]]);
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]]);
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des.region({ region={15,07, 21,10}, lit=1, type="temple" })
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des.region({ region={15,07, 21,10}, lit=1, type="temple", contents = function()
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des.door({ wall = "random", state = "secret" });
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end })
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des.altar({ x=18, y=08, align="noalign", type="sanctum" })
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des.altar({ x=18, y=08, align="noalign", type="sanctum" })
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des.region({ region={41,06, 48,11}, lit=0, type="morgue", prefilled=0, irregular=1 })
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des.region({ region={41,06, 48,11}, lit=0, type="morgue", prefilled=0, irregular=1 })
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-- Non diggable walls
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-- Non diggable walls
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@@ -583,10 +583,6 @@ fixup_special()
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g.level.flags.graveyard = 1;
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g.level.flags.graveyard = 1;
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} else if (Is_stronghold(&u.uz)) {
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} else if (Is_stronghold(&u.uz)) {
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g.level.flags.graveyard = 1;
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g.level.flags.graveyard = 1;
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} else if (Is_sanctum(&u.uz)) {
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croom = search_special(TEMPLE);
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create_secret_door(croom, W_ANY);
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} else if (on_level(&u.uz, &orcus_level)) {
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} else if (on_level(&u.uz, &orcus_level)) {
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struct monst *mtmp, *mtmp2;
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struct monst *mtmp, *mtmp2;
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