change GOLD_CLASS to COIN_CLASS
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@@ -21,10 +21,10 @@ STATIC_DCL boolean FDECL(mhurtle_step, (genericptr_t,int,int));
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static NEARDATA const char toss_objs[] =
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{ ALLOW_COUNT, GOLD_CLASS, ALL_CLASSES, WEAPON_CLASS, 0 };
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{ ALLOW_COUNT, COIN_CLASS, ALL_CLASSES, WEAPON_CLASS, 0 };
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/* different default choices when wielding a sling (gold must be included) */
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static NEARDATA const char bullets[] =
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{ ALLOW_COUNT, GOLD_CLASS, ALL_CLASSES, GEM_CLASS, 0 };
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{ ALLOW_COUNT, COIN_CLASS, ALL_CLASSES, GEM_CLASS, 0 };
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extern boolean notonhead; /* for long worms */
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@@ -44,7 +44,7 @@ int shotlimit;
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/* ask "in what direction?" */
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#ifndef GOLDOBJ
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if (!getdir((char *)0)) {
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if (obj->oclass == GOLD_CLASS) {
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if (obj->oclass == COIN_CLASS) {
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u.ugold += obj->quan;
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flags.botl = 1;
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dealloc_obj(obj);
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@@ -52,7 +52,7 @@ int shotlimit;
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return(0);
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}
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if(obj->oclass == GOLD_CLASS) return(throw_gold(obj));
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if(obj->oclass == COIN_CLASS) return(throw_gold(obj));
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#else
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if (!getdir((char *)0)) {
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/* obj might need to be merged back into the singular gold object */
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@@ -69,7 +69,7 @@ int shotlimit;
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If the money is in quiver, throw one coin at a time,
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possibly using a sling.
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*/
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if(obj->oclass == GOLD_CLASS && obj != uquiver) return(throw_gold(obj));
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if(obj->oclass == COIN_CLASS && obj != uquiver) return(throw_gold(obj));
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#endif
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if(!canletgo(obj,"throw"))
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