Use is_hole macro to check for trapdoors and holes
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@@ -3373,8 +3373,7 @@ struct obj **pobj; /* object tossed/used, set to NULL
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The(distant_name(obj, xname))); /* lame */
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range = 0;
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} else if (Sokoban && (t = t_at(x, y)) != 0
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&& (is_pit(t->ttyp)
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|| t->ttyp == HOLE || t->ttyp == TRAPDOOR)) {
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&& (is_pit(t->ttyp) || is_hole(t->ttyp))) {
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/* hero falls into the trap, so ball stops */
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range = 0;
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}
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