elemental_clog() should not destroy the very monster trying to be placed
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@@ -42,6 +42,8 @@ some improvement to the handling of endgame levels filling up with monsters
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Fixes to Post-3.6.2 Problems that Were Exposed Via git Repository
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Fixes to Post-3.6.2 Problems that Were Exposed Via git Repository
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------------------------------------------------------------------
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------------------------------------------------------------------
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elemental_clog() loop needed to guard against obliteration of the monster
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that was trying to be placed
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curses: sometimes the message window would show a blank line after a prompt
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curses: sometimes the message window would show a blank line after a prompt
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@@ -2635,7 +2635,7 @@ struct monst *mon;
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m1 = m2 = m3 = m4 = m5 = zm = (struct monst *) 0;
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m1 = m2 = m3 = m4 = m5 = zm = (struct monst *) 0;
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if (!msgmv || (moves - msgmv) > 200L) {
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if (!msgmv || (moves - msgmv) > 200L) {
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if (!msgmv || rn2(2))
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if (!msgmv || rn2(2))
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You("feel besieged.");
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You_feel("besieged.");
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msgmv = moves;
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msgmv = moves;
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}
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}
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/*
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/*
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@@ -2646,7 +2646,7 @@ struct monst *mon;
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* m5 a pet.
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* m5 a pet.
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*/
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*/
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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if (DEADMONSTER(mtmp))
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if (DEADMONSTER(mtmp) || mtmp == mon)
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continue;
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continue;
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if (mtmp->mx == 0 && mtmp->my == 0)
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if (mtmp->mx == 0 && mtmp->my == 0)
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continue;
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continue;
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