Don't describe sleep explosion as a "ray"
When breaking a wand of sleep, don't print the message "the sleep ray hits you!" since it produces an area effect/explosion rather than a ray. For a couple other wands, !ordinary (wand breakage) effects don't produce a message (I assume because the do_break_wand feedback is considered sufficient), but I put in an alternative message for the explosion since I think it's important to inform the player the hero has fallen asleep.
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@@ -156,7 +156,7 @@ explode(
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break;
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break;
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case 4:
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case 4:
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adstr = (olet == WAND_CLASS) ? "death field"
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adstr = (olet == WAND_CLASS) ? "death field"
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: "disintegration field";
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: "disintegration field";
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adtyp = AD_DISN;
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adtyp = AD_DISN;
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break;
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break;
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case 5:
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case 5:
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@@ -2633,7 +2633,10 @@ zapyourself(struct obj *obj, boolean ordinary)
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You("don't feel sleepy!");
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You("don't feel sleepy!");
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monstseesu(M_SEEN_SLEEP);
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monstseesu(M_SEEN_SLEEP);
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} else {
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} else {
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pline_The("sleep ray hits you!");
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if (ordinary)
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pline_The("sleep ray hits you!");
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else
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You("fall alseep!");
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fall_asleep(-rnd(50), TRUE);
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fall_asleep(-rnd(50), TRUE);
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}
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}
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break;
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break;
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