mon's glorkum pass harmlessly through the shade
I couldn't reproduce the problem; it appears to depend upon whether the file-scope variable 'otmp' has a stale value, and that might happen after a monster has tried to steal mon's saddle. However, the code pointed out in the report is clearly wrong. This prevents feedback of "glorkum" (with plural verb since quantity of 0 isn't 1), but the potential stale value hasn't been dealt with.
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@@ -1,4 +1,4 @@
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$NHDT-Branch: NetHack-3.6-Mar2020 $:$NHDT-Revision: 1.1 $ $NHDT-Date: 1583445339 2020/03/05 21:55:39 $
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$NHDT-Branch: NetHack-3.6-Mar2020 $:$NHDT-Revision: 1.2 $ $NHDT-Date: 1583606861 2020/03/07 18:47:41 $
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fixes36.6 contains a terse summary of changes made to 3.6.5 in order to
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produce 3.6.6 as well as any post-release fixes in binaries.
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@@ -12,6 +12,7 @@ formatting corpse names used internal buffers differently from formatting
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avoid divide by 0 crash if 'bogusmon' (file of bogus monster types) is empty
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avoid #wizrumorcheck crash if either 'rumors.tru' or 'rumors.fal' or both
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were empty when makedefs built 'rumors'
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avoid "<mon>'s glorkum pass harmlessly through the shade" for weaponless mon
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Platform- and/or Interface-Specific Fixes or Features
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14
src/mhitm.c
14
src/mhitm.c
@@ -1,4 +1,4 @@
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/* NetHack 3.6 mhitm.c $NHDT-Date: 1573773926 2019/11/14 23:25:26 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.118 $ */
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/* NetHack 3.6 mhitm.c $NHDT-Date: 1583606861 2020/03/07 18:47:41 $ $NHDT-Branch: NetHack-3.6-Mar2020 $:$NHDT-Revision: 1.119 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2011. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -860,7 +860,7 @@ mdamagem(magr, mdef, mattk)
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register struct monst *magr, *mdef;
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register struct attack *mattk;
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{
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struct obj *obj, dmgwep;
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struct obj *obj;
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char buf[BUFSZ];
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struct permonst *pa = magr->data, *pd = mdef->data;
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int armpro, num,
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@@ -968,14 +968,8 @@ register struct attack *mattk;
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case AD_HEAL:
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case AD_PHYS:
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physical:
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/* this shade check is necessary in case any attacks which
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dish out physical damage bypass hitmm() to get here */
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if ((mattk->aatyp == AT_WEAP || mattk->aatyp == AT_CLAW) && otmp)
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dmgwep = *otmp;
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else
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dmgwep = zeroobj;
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if (shade_miss(magr, mdef, &dmgwep, FALSE, TRUE)) {
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obj = (mattk->aatyp == AT_WEAP || mattk->aatyp == AT_CLAW) ? otmp : 0;
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if (shade_miss(magr, mdef, obj, FALSE, TRUE)) {
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tmp = 0;
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} else if (mattk->aatyp == AT_KICK && thick_skinned(pd)) {
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tmp = 0;
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