fix gamelog 1st kill vs 1st weapon hit sequencing
If the first monster the hero kills is killed by the hero's first hit with a wielded weapon, report the hit first and kill second instead of the other way around. Not as hard to manage as I feared, but bound to be more fragile than the simpler handling that produced the odd order. Also while testing it I knocked something into a polymorph trap and it changed form without any feedback. Give foo-changes-into-bar message if the hero is moving and can see it happening. It isn't needed with a monster moves deliberately into a polymorph trap but probably would be useful when that's is unintentional. The "<hero> enters the dungeon" log message had a trailing period but other log messages don't have sentence punctuation, so take that off.
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@@ -2129,7 +2129,12 @@ trapeffect_poly_trap(
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if (resists_magm(mtmp)) {
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shieldeff(mtmp->mx, mtmp->my);
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} else if (!resist(mtmp, WAND_CLASS, 0, NOTELL)) {
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(void) newcham(mtmp, (struct permonst *) 0, FALSE, FALSE);
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(void) newcham(mtmp, (struct permonst *) 0, FALSE,
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/* if hero is moving, he probably just swapped
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places with a pet or perhaps used a joust
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attack to push mtmp into the trap; describe
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mtmp's transformation into another shape */
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(!g.context.mon_moving && in_sight));
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if (in_sight)
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seetrap(trap);
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}
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