player as eel
Four years ago, hit point loss for eels out of water was adjusted, but the same change wasn't applied to hero polymorphed into an eel.
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@@ -175,13 +175,14 @@ boolean resuming;
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if (u.uinvulnerable) {
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/* for the moment at least, you're in tiptop shape */
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wtcap = UNENCUMBERED;
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} else if (Upolyd && youmonst.data->mlet == S_EEL && !is_pool(u.ux,u.uy) && !Is_waterlevel(&u.uz)) {
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if (u.mh > 1) {
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if (!Half_physical_damage ||
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(Half_physical_damage && !(moves % 2))) {
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u.mh--;
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context.botl = 1;
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}
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} else if (Upolyd && youmonst.data->mlet == S_EEL &&
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!is_pool(u.ux, u.uy) && !Is_waterlevel(&u.uz)) {
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/* eel out of water loses hp, same as for monsters;
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as hp gets lower, rate of further loss slows down */
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if (u.mh > 1 && rn2(u.mh) > rn2(8) &&
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(!Half_physical_damage || !(moves % 2L))) {
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u.mh--;
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context.botl = 1;
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} else if (u.mh < 1)
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rehumanize();
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} else if (Upolyd && u.mh < u.mhmax) {
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