Add more explicit helpless reasons
Instead of just "while helpless", the death reason will tell more explicitly why the player was helpless. For example: "while frozen by a monster's gaze"
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@@ -1407,6 +1407,7 @@ register struct obj *otmp;
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if(cursed(otmp)) return(0);
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if(delay) {
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nomul(delay);
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multi_reason = "disrobing";
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if (is_helmet(otmp)) {
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/* ick... */
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nomovemsg = !strcmp(helm_simple_name(otmp), "hat") ?
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@@ -1664,6 +1665,7 @@ dowear()
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delay = -objects[otmp->otyp].oc_delay;
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if(delay){
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nomul(delay);
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multi_reason = "dressing up";
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if(is_boots(otmp)) afternmv = Boots_on;
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if(is_helmet(otmp)) afternmv = Helmet_on;
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if(is_gloves(otmp)) afternmv = Gloves_on;
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