invent, youmonst, hackdir moved to g.
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+7
-7
@@ -176,7 +176,7 @@ struct monst *bugler; /* monster that played instrument */
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int distance, distm;
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/* distance of affected non-soldier monsters to bugler */
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distance = ((bugler == &youmonst) ? u.ulevel : bugler->data->mlevel) * 30;
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distance = ((bugler == &g.youmonst) ? u.ulevel : bugler->data->mlevel) * 30;
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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if (DEADMONSTER(mtmp))
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@@ -189,7 +189,7 @@ struct monst *bugler; /* monster that played instrument */
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pline("%s is now ready for battle!", Monnam(mtmp));
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else
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Norep("You hear the rattle of battle gear being readied.");
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} else if ((distm = ((bugler == &youmonst)
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} else if ((distm = ((bugler == &g.youmonst)
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? distu(mtmp->mx, mtmp->my)
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: dist2(bugler->mx, bugler->my, mtmp->mx,
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mtmp->my))) < distance) {
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@@ -388,7 +388,7 @@ int force;
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reset_utrap(TRUE);
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}
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if (Levitation || Flying
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|| is_clinger(youmonst.data)) {
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|| is_clinger(g.youmonst.data)) {
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if (!tu_pit) { /* no pit here previously */
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pline("A chasm opens up under you!");
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You("don't fall in!");
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@@ -416,8 +416,8 @@ int force;
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exercise(A_DEX, TRUE);
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else
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selftouch(
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(Upolyd && (slithy(youmonst.data)
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|| nolimbs(youmonst.data)))
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(Upolyd && (slithy(g.youmonst.data)
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|| nolimbs(g.youmonst.data)))
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? "Shaken, you"
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: "Falling down, you");
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}
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@@ -579,7 +579,7 @@ struct obj *instr;
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break;
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case BUGLE: /* Awaken & attract soldiers */
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You("extract a loud noise from %s.", yname(instr));
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awaken_soldiers(&youmonst);
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awaken_soldiers(&g.youmonst);
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exercise(A_WIS, FALSE);
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break;
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case MAGIC_HARP: /* Charm monsters */
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@@ -648,7 +648,7 @@ struct obj *instr;
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} else if ((instr->otyp == WOODEN_FLUTE || instr->otyp == MAGIC_FLUTE
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|| instr->otyp == TOOLED_HORN || instr->otyp == FROST_HORN
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|| instr->otyp == FIRE_HORN || instr->otyp == BUGLE)
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&& !can_blow(&youmonst)) {
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&& !can_blow(&g.youmonst)) {
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You("are incapable of playing %s.", the(distant_name(instr, xname)));
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return 0;
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}
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