setuwep, et al, cleanup
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@@ -2015,7 +2015,6 @@ struct obj *obj;
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} else if ((Fumbling || Glib) && !rn2(5)) {
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pline_The("bullwhip slips out of your %s.", body_part(HAND));
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dropx(obj);
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setuwep((struct obj *)0);
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} else if (u.utrap && u.utraptype == TT_PIT) {
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/*
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@@ -641,9 +641,7 @@ litter()
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while (otmp) {
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nextobj = otmp->nobj;
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if ((otmp != uball) && (rnd(capacity) <= (int)otmp->owt)) {
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if (otmp == uwep)
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setuwep((struct obj *)0);
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if ((otmp != uwep) && (canletgo(otmp, ""))) {
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if (canletgo(otmp, "")) {
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Your("%s you down the stairs.",
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aobjnam(otmp, "follow"));
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dropx(otmp);
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@@ -224,7 +224,6 @@ dig()
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case 0: if(!welded(uwep)) {
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You("fumble and drop your %s.", xname(uwep));
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dropx(uwep);
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setuwep((struct obj *)0);
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} else {
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#ifdef STEED
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if (u.usteed)
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1
src/do.c
1
src/do.c
@@ -456,7 +456,6 @@ register struct obj *obj;
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return(0);
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}
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setuwep((struct obj *)0);
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if(uwep) return 0; /* lifesaved and rewielded */
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}
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if(obj == uquiver) {
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setuqwep((struct obj *)0);
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@@ -635,10 +635,9 @@ register struct obj *obj;
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long oldprop = u.uprops[objects[obj->otyp].oc_oprop].extrinsic;
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int old_attrib;
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if (obj == uwep) setuwep((struct obj *) 0);
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if (obj == uswapwep) setuswapwep((struct obj *) 0);
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if (obj == uquiver) setuqwep((struct obj *) 0);
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if (obj == uwep) setuwep((struct obj *) 0);
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if (obj == uswapwep) setuswapwep((struct obj *) 0);
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if (obj == uquiver) setuqwep((struct obj *) 0);
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/* only mask out W_RING when we don't have both
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left and right rings of the same type */
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@@ -1417,6 +1416,10 @@ doputon()
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}
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if(otmp == uwep)
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setuwep((struct obj *)0);
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if(otmp == uswapwep)
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setuswapwep((struct obj *) 0);
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if(otmp == uquiver)
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setuqwep((struct obj *) 0);
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if(otmp->oclass == RING_CLASS || otmp->otyp == MEAT_RING) {
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if(nolimbs(youmonst.data)) {
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You("cannot make the ring stick to your body.");
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@@ -84,11 +84,6 @@ STATIC_DCL int FDECL(ready_weapon, (struct obj *));
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* 5. Emptying the slot, by passing a null object. NEVER pass
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* zeroobj!
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*
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* Note: setuwep() with a null obj, and uwepgone(), are NOT the same!
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* Sometimes unwielding a weapon can kill you, and lifesaving will then
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* put it back into your hand. If lifesaving is permitted to do this,
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* use setwuep((struct obj *)0); otherwise use uwepgone().
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*
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* If the item is being moved from another slot, it is the caller's
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* responsibility to handle that. It's also the caller's responsibility
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* to print the appropriate messages.
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@@ -443,7 +438,6 @@ can_twoweapon()
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Your("%s from your %s!", aobjnam(obj, "slip"), str);
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if (!Glib)
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obj->bknown = TRUE;
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setuswapwep((struct obj *) 0);
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dropx(obj);
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} else
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return (TRUE);
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