Avoid segfault when null obj passed to water_damage
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@@ -4117,6 +4117,7 @@ acid_damage(struct obj* obj)
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}
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}
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/* Get an object wet and damage it appropriately.
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/* Get an object wet and damage it appropriately.
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* "obj": if null, returns ER_NOTHING
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* "ostr", if present, is used instead of the object name in some
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* "ostr", if present, is used instead of the object name in some
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* messages.
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* messages.
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* "force" means not to roll luck to protect some objects.
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* "force" means not to roll luck to protect some objects.
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@@ -4128,7 +4129,7 @@ water_damage(
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const char *ostr,
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const char *ostr,
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boolean force)
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boolean force)
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{
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{
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boolean in_invent = carried(obj), described = FALSE;
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boolean in_invent = obj && carried(obj), described = FALSE;
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if (!obj)
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if (!obj)
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return ER_NOTHING;
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return ER_NOTHING;
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