placing them, too. This should allow proper creation of merfolk zombies on land, and, hence, should fix [2146792].
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7144 c06c8d41-db1a-0410-9941-cceddc491573
RVGFSBOM6ZKEFVVGROSW454QSLU4J6TSRU4D6EQMXD4CWQ4UN3TQC JFDTUUUT6AKIGPBKGYFC7HZKGQUZOMG7EUWU4QYKSDVXXPQBBFHAC RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC F7Q5PX44SLPANIZXCY67TG2W5JTRVJMHGQW54VJLGB4XRH7R6JBQC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC NG53L53MSFQZAIVKHG54IEMXNJ33AYVPF2OZM4MMJFDKEJCGPBSAC 3HGELZU7NELOQ635HZO6IJIYLBSNCJ5VPH46IE22KA3OSLEFK7AQC MDFQRJ6QZNFUBVSFWLXUJ6EBXOU47T3CVDI2XKBGNNRF4DXDKESQC 22MF6OUN62WDBJR5QFNJTKU7Q5TIQ76XWCEIRBFWAZDMZUSKJGCAC R2DQBWKIW7YUJB5SOQ7J274JIYRVX4H3ISFRPAL5RG2RVVP4G2KAC SIDH2P7NBIG5KEOE27XHD3ZT2NQ2OJZFN6VZXWNWYFFY5YVXSSVQC W3P6VW36DJA2Q6AKEHRR4UPY3VOGOKYQD552MC35NKMPGFORFHGAC KABMEHHPUS7RLDZ2A5ADC6GMYSBJ5OHD3WPUBDWBM22XWHB7X6WQC GPEJOT73KMACP33IPAKFR5ROGHCOIP22VXZMQNYTGLEA2OSZUM2AC if (grid_compatible(preferred_habitat, actual_grid)|| (nonpreferred_habitat != preferred_habitat&& grid_compatible(nonpreferred_habitat, actual_grid)))
if (grid_compatible(grid_preferred, actual_grid)|| (grid_nonpreferred != grid_preferred&& grid_compatible(grid_nonpreferred, actual_grid)))
newmons_square_find nmfind(_monster_habitat_feature(mons_class),start, distance);const coord_def p = nmfind.pathfind();return (in_bounds(p)? p : coord_def(-1, -1));
coord_def p;const dungeon_feature_type grid_preferred =_monster_primary_habitat_feature(mons_class);const dungeon_feature_type grid_nonpreferred =_monster_secondary_habitat_feature(mons_class);newmons_square_find nmpfind(grid_preferred, start, distance);const coord_def pp = nmpfind.pathfind();p = pp;if (grid_nonpreferred != grid_preferred && !in_bounds(pp)){newmons_square_find nmsfind(grid_nonpreferred, start, distance);const coord_def ps = nmsfind.pathfind();p = ps;}return (in_bounds(p) ? p : coord_def(-1, -1));
const dungeon_feature_type spcw = _monster_habitat_feature(mons_class);
const dungeon_feature_type grid_preferred =_monster_primary_habitat_feature(mons_class);const dungeon_feature_type grid_nonpreferred =_monster_secondary_habitat_feature(mons_class);