Make STEED unconditional.
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@@ -1687,10 +1687,7 @@ long *abil;
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long wornbits;
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long wornmask = (W_ARM | W_ARMC | W_ARMH | W_ARMS | W_ARMG | W_ARMF |
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W_WEP | W_QUIVER | W_SWAPWEP | W_ART | W_ARTI | W_AMUL |
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W_RINGL | W_RINGR | W_TOOL | W_BALL | W_CHAIN
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#ifdef STEED
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| W_SADDLE
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#endif
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W_RINGL | W_RINGR | W_TOOL | W_BALL | W_CHAIN | W_SADDLE
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#ifdef TOURIST
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| W_ARMU
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#endif
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@@ -1868,7 +1865,6 @@ int dropflag; /* 0==don't drop, 1==drop all, 2==drop weapon */
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/* check primary weapon next so that they're handled together */
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if (uwep) (void)untouchable(uwep, dropit);
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#ifdef STEED
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/* in case someone is daft enough to add artifact or silver saddle */
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if (u.usteed && (obj = which_armor(u.usteed, W_SADDLE)) != 0) {
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/* untouchable() calls retouch_object() which expects an object in
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@@ -1876,7 +1872,6 @@ int dropflag; /* 0==don't drop, 1==drop all, 2==drop weapon */
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saddle and we're suppressing drop, so this works as intended */
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if (untouchable(obj, FALSE)) dismount_steed(DISMOUNT_THROWN);
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}
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#endif
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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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