fix #H8124 - interrupted donning gives player info
about the armor. Wearing armor sets obj->known, making its enchantment be shown when it gets formatted, because the AC value on the status line lets the player deduce what that is. It was being set at the beginning of the wear operation. If the armor got stolen before it became fully worn, the enchantment was still shown. Defer that until the end of the operation. An attentive player can still deduce the enchantment if the item is stolen (because its protection starts immediately) but the hero won't learn that enchantment unless the donning completes. This might be suboptimal but it isn't qualitatively different from watching a pet walk/not-walk over items whose bless/curse state isn't known or dropping unidentified items in a shop to check their price. The player can deduce something that the hero doesn't know yet.
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@@ -1,4 +1,4 @@
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$NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.252 $ $NHDT-Date: 1549666475 2019/02/08 22:54:35 $
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$NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.253 $ $NHDT-Date: 1549757225 2019/02/10 00:07:05 $
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This fixes36.2 file is here to capture information about updates in the 3.6.x
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lineage following the release of 3.6.1 in April 2018. Please note, however,
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@@ -368,6 +368,9 @@ if game ends while hero is in a vault wall breach or in guard's temporary
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DUMPLOG: output from '/' (#whatis) and ';' went into ^P message recall history
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but was missing from DUMPLOG's message history due to special handling
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for the first character which might be graphical rather than text
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when donning armor, defer flagging its +/- value--which can be deduced from
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the status line--as known until finished in case it gets stolen before
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then (player might still deduce the +/- value but hero won't learn it)
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Fixes to Post-3.6.1 Problems that Were Exposed Via git Repository
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