polymorphed quest leader
Duuuh. Of course adding objects already changed the editlevel. Anyway, here's the fix I was working on. It only matters in a very obscure situation. (Also, the quest leader still speaks no matter what he's polymorphed into.)
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10
src/zap.c
10
src/zap.c
@@ -465,7 +465,11 @@ coord *cc;
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mtmp2->mhp = mtmp2->mhpmax;
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/* Get these ones from mtmp */
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mtmp2->minvent = mtmp->minvent; /*redundant*/
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mtmp2->m_id = mtmp->m_id;
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/* monster ID is available if the monster died in the current
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game, but should be zero if the corpse was in a bones level
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(we cleared it when loading bones) */
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if (!mtmp2->m_id)
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mtmp2->m_id = mtmp->m_id;
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mtmp2->mx = mtmp->mx;
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mtmp2->my = mtmp->my;
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mtmp2->mux = mtmp->mux;
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@@ -642,6 +646,10 @@ register struct obj *obj;
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/* Monster retains its name */
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if (obj->onamelth)
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mtmp = christen_monst(mtmp, ONAME(obj));
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/* flag the quest leader as alive. */
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if (mtmp->data->msound == MS_LEADER || mtmp->m_id ==
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quest_status.leader_m_id)
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quest_status.leader_is_dead = FALSE;
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}
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}
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if (mtmp) {
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