Eliminate erode_obj() and other erosion.
Now all erosion that isn't fire-based goes through `rust_dmg()`
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@@ -3395,7 +3395,7 @@ struct obj **ootmp; /* to return worn armor for caller to disintegrate */
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break;
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}
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tmp = d(nd,6);
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if (!rn2(6)) (void) erode_obj(MON_WEP(mon), 3, TRUE, FALSE);
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if (!rn2(6)) acid_damage(MON_WEP(mon));
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if (!rn2(6)) erode_armor(mon, ERODE_CORRODE);
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break;
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}
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@@ -3522,9 +3522,9 @@ xchar sx, sy;
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}
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/* using two weapons at once makes both of them more vulnerable */
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if (!rn2(u.twoweap ? 3 : 6))
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(void) erode_obj(uwep, 3, TRUE, FALSE);
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acid_damage(uwep);
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if (u.twoweap && !rn2(3))
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(void) erode_obj(uswapwep, 3, TRUE, FALSE);
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acid_damage(uswapwep);
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if (!rn2(6)) erode_armor(&youmonst, ERODE_CORRODE);
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break;
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}
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