fix #H6960 - redundant feedback for '#force'
When using #force at a spot which has a broken or unlocked chest (or large box) whose lock state has been previously discovered, avoid |There is a broken chest here, but its lock is already broken. |There is an unlocked chest here, but its lock is already unlocked. by suppressing "broken"/"unlocked" from the chest description for that particular message. We might still want to change "broken chest" to "damaged chest" but I don't think there should be any reference to its lock as the reason it's broken or damaged. The fact that #loot, #force, and applying a key still treat it as a container is sufficient to reveal that it functions as one.
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@@ -527,6 +527,9 @@ fix 'object lost' panic if hero with lycanthropy but in human form is wielding
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prevent segfault if pline() is called recursively (which could happen if the
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interface code issues a debugpline() while processing putstr())
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open at yourself is the same as #loot
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when #force reports that a chest's lock is already broken or already unlocked,
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force it to be described as "a chest", even when its lock state is
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already known, rather than as "a broken chest" or "an unlocked chest"
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Fixes to Post-3.6.0 Problems that Were Exposed Via git Repository
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