Comment typofixes, pt 3
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@@ -43,7 +43,7 @@ typedef struct stairway { /* basic stairway identifier */
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#define LR_UPTELE 5
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#define LR_DOWNTELE 6
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typedef struct dest_area { /* non-stairway level change indentifier */
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typedef struct dest_area { /* non-stairway level change identifier */
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xchar lx, ly; /* "lower" left corner (near [0,0]) */
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xchar hx, hy; /* "upper" right corner (near [COLNO,ROWNO]) */
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xchar nlx, nly; /* outline of invalid area */
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@@ -402,7 +402,7 @@ struct cmd {
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boolean num_pad; /* same as iflags.num_pad except during updates */
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boolean pcHack_compat; /* for numpad: affects 5, M-5, and M-0 */
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boolean phone_layout; /* inverted keypad: 1,2,3 above, 7,8,9 below */
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boolean swap_yz; /* German keyboads; use z to move NW, y to zap */
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boolean swap_yz; /* German keyboards; use z to move NW, y to zap */
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char move_W, move_NW, move_N, move_NE, move_E, move_SE, move_S, move_SW;
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const char *dirchars; /* current movement/direction characters */
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const char *alphadirchars; /* same as dirchars if !numpad */
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@@ -1395,7 +1395,7 @@ dorub()
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/* bones preparation: perform the lamp transformation
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before releasing the djinni in case the latter turns out
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to be fatal (a hostile djinni has no chance to attack yet,
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but an indebtted one who grants a wish might bestow an
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but an indebted one who grants a wish might bestow an
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artifact which blasts the hero with lethal results) */
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uwep->otyp = OIL_LAMP;
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uwep->spe = 0; /* for safety */
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@@ -2016,7 +2016,7 @@ int dropflag; /* 0==don't drop, 1==drop all, 2==drop weapon */
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/*
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* TODO? Force off gloves if either or both rings are going to
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* become unworn; force off cloak [suit] before suit [shirt].
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* The torso handling is hyphothetical; the case for gloves is
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* The torso handling is hypothetical; the case for gloves is
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* not, due to the possibility of unwearing silver rings.
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*/
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@@ -1016,7 +1016,7 @@ acurrstr()
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/* when wearing (or taking off) an unID'd item, this routine is used
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to distinguish between observable +0 result and no-visible-effect
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due to an attribute not being able to exceed maximum or minimun */
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due to an attribute not being able to exceed maximum or minimum */
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boolean
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extremeattr(attrindx) /* does attrindx's value match its max or min? */
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int attrindx;
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2
src/do.c
2
src/do.c
@@ -860,7 +860,7 @@ dodown()
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return 0;
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}
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/* Levitation might be blocked, but player can still use '>' to
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turn off controlled levitaiton */
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turn off controlled levitation */
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if (HLevitation || ELevitation) {
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if ((HLevitation & I_SPECIAL) || (ELevitation & W_ARTI)) {
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/* end controlled levitation */
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@@ -1397,7 +1397,7 @@ register struct obj *obj; /* thrownobj or kickedobj or uwep */
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disttmp = -4;
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tmp += disttmp;
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/* gloves are a hinderance to proper use of bows */
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/* gloves are a hindrance to proper use of bows */
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if (uarmg && uwep && objects[uwep->otyp].oc_skill == P_BOW) {
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switch (uarmg->otyp) {
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case GAUNTLETS_OF_POWER: /* metal */
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@@ -2473,7 +2473,7 @@ int reason; /* how hero died; used when disclosing end-of-game level */
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winid win;
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int lastdun = -1;
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/* lazy intialization */
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/* lazy initialization */
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(void) recalc_mapseen();
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win = create_nhwindow(NHW_MENU);
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@@ -1588,7 +1588,7 @@ register struct obj *otmp;
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}
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if (!mons[otmp->corpsenm].cnutrit) {
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/* no nutrution: rots away, no message if you passed out */
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/* no nutrition: rots away, no message if you passed out */
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if (!retcode)
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pline_The("corpse rots away completely.");
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if (carried(otmp))
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@@ -1434,7 +1434,7 @@ domove()
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boulder = sobj_at(BOULDER, x, y);
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/* if a statue is displayed at the target location,
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player is attempting to attack it [and boulder
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handlng below is suitable for handling that] */
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handling below is suitable for handling that] */
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if (glyph_is_statue(glyph)
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|| (Hallucination && glyph_is_monster(glyph)))
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boulder = sobj_at(STATUE, x, y);
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@@ -1628,7 +1628,7 @@ nextclass:
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* otmp2 = otmp->nobj;
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* ...
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* }
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* is inadeqate here. Use each object's bypass bit to keep
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* is inadequate here. Use each object's bypass bit to keep
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* track of which list elements have already been processed.
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*/
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bypass_objlist(*objchn, FALSE); /* clear chain's bypass bits */
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@@ -2718,7 +2718,7 @@ boolean picked_some;
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drift ? "" : onwhat);
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}
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if (dfeature && !drift && !strcmp(dfeature, surface(u.ux, u.uy)))
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dfeature = 0; /* ice already identifed */
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dfeature = 0; /* ice already identified */
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if (!can_reach_floor(TRUE)) {
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pline("But you can't reach it!");
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return (0);
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@@ -640,7 +640,7 @@ register struct attack *mattk;
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(void) snuff_lit(obj);
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/*
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* All of this maniuplation is needed to keep the display correct.
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* All of this manipulation is needed to keep the display correct.
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* There is a flush at the next pline().
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*/
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ax = magr->mx;
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@@ -839,7 +839,7 @@ skip0:
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/* put box/chest inside;
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* 40% chance for at least 1 box, regardless of number
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* of rooms; about 5 - 7.5% for 2 boxes, least likely
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* when few rooms; chance for 3 or more is neglible.
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* when few rooms; chance for 3 or more is negligible.
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*/
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if (!rn2(nroom * 5 / 2))
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(void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, somex(croom),
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@@ -3046,7 +3046,7 @@ struct permonst *mdat;
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}
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/* make a chameleon take on another shape, or a polymorph target
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(possibly self-infliced) become a different monster;
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(possibly self-inflicted) become a different monster;
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returns 1 if it actually changes form */
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int
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newcham(mtmp, mdat, polyspot, msg)
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@@ -4130,7 +4130,7 @@ boolean altusage; /* some items have an "alternate" use with different cost */
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if (otmp->otyp == MAGIC_LAMP) { /* 1 */
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/* normal use (ie, as light source) of a magic lamp never
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degrades its value, but not charging anything would make
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identifcation too easy; charge an amount comparable to
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identification too easy; charge an amount comparable to
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what is charged for an ordinary lamp (don't bother with
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angry shk surchage) */
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if (!altusage)
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@@ -2856,7 +2856,7 @@ long hmask, emask; /* might cancel timeout */
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* is based on air currents. This is
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* consistent with that.
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* The unexpected additional force of the
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* air currents once leviation
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* air currents once levitation
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* ceases knocks you off your feet.
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*/
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if (Hallucination)
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@@ -811,7 +811,7 @@ int control;
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* the glyph -- E.g. darken room spot, etc.
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* o If we now could see the location (yet the location is not
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* lit), but previously we couldn't see the location, or vice
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* versa. Update the spot because there there may be an infared
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* versa. Update the spot because there there may be an infrared
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* monster there.
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*/
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else {
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@@ -337,7 +337,7 @@ register struct monst *mtmp;
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}
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/* fall through :-) */
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case STRAT_NONE: /* harrass */
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case STRAT_NONE: /* harass */
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if (!rn2(!mtmp->mflee ? 5 : 33))
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mnexto(mtmp);
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return (0);
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@@ -1375,11 +1375,11 @@ int id;
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otmp->corpsenm = NON_PM;
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otmp->spe = 0;
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/* now change it into something layed by the hero */
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/* now change it into something laid by the hero */
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while (tryct--) {
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mnum = can_be_hatched(random_monster());
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if (mnum != NON_PM && !dead_species(mnum, TRUE)) {
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otmp->spe = 1; /* layed by hero */
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otmp->spe = 1; /* laid by hero */
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set_corpsenm(otmp, mnum); /* also sets hatch timer */
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break;
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}
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@@ -2388,7 +2388,7 @@ boolean ordinary;
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}
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/*
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* It is possible that we can now merge some inventory.
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* Do a higly paranoid merge. Restart from the beginning
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* Do a highly paranoid merge. Restart from the beginning
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* until no merges.
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*/
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do {
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@@ -2875,7 +2875,7 @@ int dmg; /* base amount to be adjusted by bonus or penalty */
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{
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int intell = ACURR(A_INT);
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/* Punish low intellegence before low level else low intellegence
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/* Punish low intelligence before low level else low intelligence
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gets punished only when high level */
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if (intell <= 9) {
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/* -3 penalty, but never reduce combined amount below 1
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