more PR #1112 - dipping in sinks
Suggestion from entrez: If dipping something in a sink while hands are slippery happens to cause that sink to break, only remind player about still being Glib if the item was '-' or uarmg. Redo one of the fixes entries: dipping a potion into a sink does not dilute it. The potion is used up and gives a hint about what it does so player might discover it.
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@@ -2321,7 +2321,9 @@ during enlightenment and end-of-game disclosure, use contraction "<verb>n't"
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for "<verb> not"
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for "<verb> not"
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give feedback about the thaw status of ice terrain
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give feedback about the thaw status of ice terrain
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allow #dip '-' in a fountain, pool, or sink to clean slippery fingers/gloves
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allow #dip '-' in a fountain, pool, or sink to clean slippery fingers/gloves
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allow #dip into a sink to dilute potions or blank out scrolls and books
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allow #dip potions into a sink to get a hint about what they are, similar to
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dropping rings into a sink; dipping other stuff causes water damage
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so could be used to blank out scrolls and books
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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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@@ -710,7 +710,7 @@ dipsink(struct obj *obj)
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/* can't rely on using sink for unlimited scroll blanking; however,
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/* can't rely on using sink for unlimited scroll blanking; however,
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since sink will be converted into a fountain, hero can dip again */
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since sink will be converted into a fountain, hero can dip again */
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breaksink(u.ux, u.uy); /* "The pipes break! Water spurts out!" */
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breaksink(u.ux, u.uy); /* "The pipes break! Water spurts out!" */
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if (Glib)
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if (Glib && (!obj || obj == uarmg))
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Your("%s are still slippery.", fingers_or_gloves(TRUE));
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Your("%s are still slippery.", fingers_or_gloves(TRUE));
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return;
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return;
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} else if (obj == &cg.zeroobj || obj == uarmg) {
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} else if (obj == &cg.zeroobj || obj == uarmg) {
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