Fold get_wet() into water_damage().
This now ensures that dipping into water works like other sources of water damage. There is a potentially significant gameplay change here: dipping a container into uncursed water will wet all its contents. If this is a problem, then we should add another parameter to water_damage which will suppress this behaviour for dipping.
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@@ -402,7 +402,7 @@ register struct obj *obj;
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if(in_town(u.ux, u.uy))
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(void) angry_guards(FALSE);
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return;
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} else if (get_wet(obj)) {
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} else if (water_damage(obj, NULL, TRUE)) {
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if (obj->otyp == POT_ACID) { /* Acid and water don't mix */
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useup(obj);
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return;
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