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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@@ -962,6 +962,7 @@ register int pm;
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/* A pile of gold can't ride. */
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if (u.usteed) dismount_steed(DISMOUNT_FELL);
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nomul(-tmp);
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multi_reason = "pretending to be a pile of gold";
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Sprintf(buf, Hallucination ?
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"You suddenly dread being peeled and mimic %s again!" :
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"You now prefer mimicking %s again.",
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@@ -1479,6 +1480,7 @@ struct obj *obj;
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pline_The("world spins and %s %s.", what, where);
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incr_itimeout(&HDeaf, duration);
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nomul(-duration);
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multi_reason = "unconscious from rotten food";
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nomovemsg = "You are conscious again.";
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afternmv = Hear_again;
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return(1);
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@@ -2677,6 +2679,7 @@ boolean incr;
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if (!Levitation) selftouch("Falling, you");
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incr_itimeout(&HDeaf, duration);
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nomul(-duration);
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multi_reason = "fainted from lack of food";
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nomovemsg = "You regain consciousness.";
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afternmv = unfaint;
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newhs = FAINTED;
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@@ -2853,6 +2856,7 @@ vomit() /* A good idea from David Neves */
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else
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make_sick(0L, (char *)0, TRUE, SICK_VOMITABLE);
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nomul(-2);
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multi_reason = "vomiting";
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nomovemsg = You_can_move_again;
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}
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