polyself weapon drop feedback
Don't say "you must drop your weapon" when it doesn't actually get dropped. And make "weapon" be more specific, comparable to the handing for slippery fingers.
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@@ -722,6 +722,8 @@ drop_weapon(alone)
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int alone;
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{
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struct obj *otmp;
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const char *what, *which, *whichtoo;
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boolean candropwep, candropswapwep;
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if (uwep) {
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/* !alone check below is currently superfluous but in the
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@@ -729,16 +731,29 @@ int alone;
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* wear gloves but can wield weapons
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*/
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if (!alone || cantwield(youmonst.data)) {
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if (alone) You("find you must drop your weapon%s!",
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u.twoweap ? "s" : "");
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candropwep = canletgo(uwep, "");
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candropswapwep = !u.twoweap || canletgo(uswapwep, "");
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if (alone) {
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what = (candropwep && candropswapwep) ? "drop" : "release";
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which = is_sword(uwep) ? "sword" : weapon_descr(uwep);
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if (u.twoweap) {
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whichtoo = is_sword(uswapwep) ? "sword" :
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weapon_descr(uswapwep);
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if (strcmp(which, whichtoo)) which = "weapon";
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}
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if (uwep->quan != 1L || u.twoweap) which = makeplural(which);
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You("find you must %s %s %s!", what,
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the_your[!!strncmp(which, "corpse", 6)], which);
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}
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if (u.twoweap) {
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otmp = uswapwep;
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uswapwepgone();
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if (canletgo(otmp, "")) dropx(otmp);
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if (candropswapwep) dropx(otmp);
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}
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otmp = uwep;
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uwepgone();
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if (canletgo(otmp, "")) dropx(otmp);
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if (candropwep) dropx(otmp);
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update_inventory();
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} else if (!could_twoweap(youmonst.data)) {
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untwoweapon();
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@@ -102,7 +102,8 @@ static NEARDATA const char kebabable[] = {
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};
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/* weapon's skill category name for use as generalized description of weapon */
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const char *weapon_descr(obj)
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const char *
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weapon_descr(obj)
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struct obj *obj;
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{
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int skill = weapon_type(obj);
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@@ -112,7 +113,8 @@ struct obj *obj;
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switch (skill) {
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case P_NONE:
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/* not a weapon: use item class name; override "food" for corpses */
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descr = (obj->otyp == CORPSE) ? "corpse" :
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descr = (obj->otyp == CORPSE || obj->otyp == TIN || obj->otyp == EGG) ?
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OBJ_NAME(objects[obj->otyp]) :
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def_oc_syms[(int)obj->oclass].name;
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break;
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case P_SLING:
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