shop bits
Eliminate a couple of minor redundancies; no change in game play. dropy() - only check about selling object if there is a shop on the level. pick_obj() - leave it to addinv() clear object's no_charge bit.
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@@ -573,7 +573,7 @@ register struct obj *obj;
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place_object(obj, u.ux, u.uy);
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place_object(obj, u.ux, u.uy);
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if (obj == uball)
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if (obj == uball)
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drop_ball(u.ux,u.uy);
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drop_ball(u.ux,u.uy);
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else
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else if (level.flags.has_shop)
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sellobj(obj, u.ux, u.uy);
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sellobj(obj, u.ux, u.uy);
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stackobj(obj);
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stackobj(obj);
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if(Blind && Levitation)
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if(Blind && Levitation)
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@@ -1390,8 +1390,6 @@ struct obj *otmp;
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if (!index(u.ushops, *fakeshop))
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if (!index(u.ushops, *fakeshop))
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remote_burglary(otmp->ox, otmp->oy);
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remote_burglary(otmp->ox, otmp->oy);
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}
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}
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if (otmp->no_charge) /* only applies to objects outside invent */
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otmp->no_charge = 0;
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newsym(otmp->ox, otmp->oy);
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newsym(otmp->ox, otmp->oy);
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return addinv(otmp); /* might merge it with other objects */
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return addinv(otmp); /* might merge it with other objects */
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}
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}
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