Redo my clobbered commit
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@@ -1442,7 +1442,7 @@ dopay(void)
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struct monst *nxtm, *resident;
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struct monst *nxtm, *resident;
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long ltmp;
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long ltmp;
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long umoney;
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long umoney;
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int pass, tmp, sk = 0, seensk = 0;
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int pass, tmp, sk = 0, seensk = 0, nexttosk = 0;
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boolean paid = FALSE, stashed_gold = (hidden_gold(TRUE) > 0L);
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boolean paid = FALSE, stashed_gold = (hidden_gold(TRUE) > 0L);
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gm.multi = 0;
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gm.multi = 0;
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@@ -1454,16 +1454,21 @@ dopay(void)
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for (shkp = next_shkp(fmon, FALSE); shkp;
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for (shkp = next_shkp(fmon, FALSE); shkp;
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shkp = next_shkp(shkp->nmon, FALSE)) {
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shkp = next_shkp(shkp->nmon, FALSE)) {
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sk++;
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sk++;
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if (ANGRY(shkp) && next2u(shkp->mx, shkp->my))
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if (next2u(shkp->mx, shkp->my)) {
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/* next to an irate shopkeeper? prioritize that */
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if (nxtm && ANGRY(nxtm))
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continue;
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nexttosk++;
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nxtm = shkp;
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nxtm = shkp;
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}
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if (canspotmon(shkp))
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if (canspotmon(shkp))
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seensk++;
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seensk++;
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if (inhishop(shkp) && (*u.ushops == ESHK(shkp)->shoproom))
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if (inhishop(shkp) && (*u.ushops == ESHK(shkp)->shoproom))
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resident = shkp;
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resident = shkp;
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}
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}
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if (nxtm) { /* Player should always appease an */
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if (nxtm && nexttosk == 1) {
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shkp = nxtm; /* irate shk standing next to them. */
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shkp = nxtm;
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goto proceed;
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goto proceed;
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}
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}
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