Make STEED unconditional.
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@@ -43,9 +43,7 @@ STATIC_VAR NEARDATA const short skill_names_indices[P_NUM_SKILLS] = {
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PN_CLERIC_SPELL, PN_ESCAPE_SPELL,
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PN_MATTER_SPELL,
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PN_BARE_HANDED, PN_TWO_WEAPONS,
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#ifdef STEED
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PN_RIDING
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#endif
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};
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/* note: entry [0] isn't used */
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@@ -1184,7 +1182,6 @@ struct obj *weapon;
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bonus = ((bonus + 2) * (martial_bonus() ? 2 : 1)) / 2;
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}
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#ifdef STEED
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/* KMH -- It's harder to hit while you are riding */
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if (u.usteed) {
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switch (P_SKILL(P_RIDING)) {
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@@ -1196,7 +1193,6 @@ struct obj *weapon;
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}
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if (u.twoweap) bonus -= 2;
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}
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#endif
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return bonus;
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}
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@@ -1253,7 +1249,6 @@ struct obj *weapon;
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bonus = ((bonus + 1) * (martial_bonus() ? 3 : 1)) / 2;
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}
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#ifdef STEED
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/* KMH -- Riding gives some thrusting damage */
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if (u.usteed && type != P_TWO_WEAPON_COMBAT) {
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switch (P_SKILL(P_RIDING)) {
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@@ -1264,7 +1259,6 @@ struct obj *weapon;
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case P_EXPERT: bonus += 2; break;
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}
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}
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#endif
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return bonus;
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}
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@@ -1326,10 +1320,8 @@ const struct def_skill *class_skill;
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P_SKILL(P_BARE_HANDED_COMBAT) = P_BASIC;
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/* Roles that start with a horse know how to ride it */
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#ifdef STEED
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if (urole.petnum == PM_PONY)
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P_SKILL(P_RIDING) = P_BASIC;
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#endif
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/*
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* Make sure we haven't missed setting the max on a skill
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