farlook feedback for overloaded symbols
When using '/' or ';' and picking--not just viewing the autodescribe feedback for--a space or '#' on the map, the game would produce That can be many things (stone) or That can be many things (corridor) unlike the usual - the interior of a monster or a wall or an open door (wall) when the symbol matched more than 4 things. I first changed it to append the full sentence's missing period, but ultimately switched to # can be many things (corridor) so that the symbol that "many things" refers to isn't hidden. This works better for ^P where player isn't looking at the symbol anymore.
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@@ -1,4 +1,4 @@
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$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.1 $ $NHDT-Date: 1557569075 2019/05/11 10:04:35 $
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$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.3 $ $NHDT-Date: 1558045586 2019/05/16 22:26:26 $
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This fixes36.3 file is here to capture information about updates in the 3.6.x
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lineage following the release of 3.6.2 in May 2019. Please note, however,
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@@ -11,6 +11,8 @@ when place_object() puts a non-boulder on the map at a spot which contains
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other objects, put it under all boulders in the pile rather than just
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under the top one; previously, map wasn't showing a boulder there if
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the top one got moved by means other than pushing
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when examining the map with '/' or ';', picking a symbol which is used for
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more than 4 things yielded a sentence lacking its terminating period
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Fixes to Post-3.6.2 Problems that Were Exposed Via git Repository
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