fix #H1733 - fainting doesn't behave like falling (trunk only)
Suggested by <Someone> <email deleted>, fainting from lack of food while wielding a cockatrice corpse should fall on that corpse and be fatal, like triggering a pit or moving down stairs while too heavily encumbered. I put the fixes entry in the new features section even though it probably qualifies as a bug.
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@@ -413,6 +413,7 @@ streamline old ^X output and integrate it with enlightenment feedback;
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"killed by X" becomes "killed by a chameleon imitating X" when appropriate
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"killed by X" becomes "killed by a chameleon imitating X" when appropriate
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eating disenchanter corpses is now considered risky
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eating disenchanter corpses is now considered risky
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make '[' command more precise when poly'd hero has embedded dragon scales/mail
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make '[' command more precise when poly'd hero has embedded dragon scales/mail
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fainting while wielding a cockatrice corpse will be fatal
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Platform- and/or Interface-Specific New Features
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Platform- and/or Interface-Specific New Features
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@@ -2723,6 +2723,7 @@ boolean incr;
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/* stop what you're doing, then faint */
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/* stop what you're doing, then faint */
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stop_occupation();
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stop_occupation();
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You("faint from lack of food.");
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You("faint from lack of food.");
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if (!Levitation) selftouch("Falling, you");
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incr_itimeout(&HDeaf, duration);
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incr_itimeout(&HDeaf, duration);
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nomul(-duration);
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nomul(-duration);
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nomovemsg = "You regain consciousness.";
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nomovemsg = "You regain consciousness.";
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