forcefighting an undetected monster
Fix the case <Someone> saw, where forcefighting an undetected monster would still leave it undetected, resulting in an odd message sequence unless you kept forcefighting on the next turns. This also left the monster at a disadvantage, since it wouldn't fight back. Added a check to wakeup() for this case, cutting off the possibilities and allowing the monster to fight back.
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@@ -198,6 +198,7 @@ in town, watch should not allow trees to be cut down
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cancel chat direction cancels the chat
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cancel chat direction cancels the chat
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prevent "the mimic looks better" on an unrecognized mimic hit with
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prevent "the mimic looks better" on an unrecognized mimic hit with
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healing spell
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healing spell
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after forcefighting a concealed lurker, the lurker wouldn't fight back
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Platform- and/or Interface-Specific Fixes
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Platform- and/or Interface-Specific Fixes
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@@ -2065,6 +2065,10 @@ register struct monst *mtmp;
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mtmp->meating = 0; /* assume there's no salvagable food left */
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mtmp->meating = 0; /* assume there's no salvagable food left */
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setmangry(mtmp);
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setmangry(mtmp);
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if(mtmp->m_ap_type) seemimic(mtmp);
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if(mtmp->m_ap_type) seemimic(mtmp);
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else if (flags.forcefight && !flags.mon_moving && mtmp->mundetected) {
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mtmp->mundetected = 0;
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newsym(mtmp->mx, mtmp->my);
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}
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}
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}
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/* Wake up nearby monsters. */
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/* Wake up nearby monsters. */
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