wielded ball and chain
- a wielded/quivered ball would still be marked as wielded/quivered after you threw it
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@@ -169,6 +169,11 @@ int shotlimit;
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otmp = obj;
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if (otmp->owornmask && otmp != uball)
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remove_worn_item(otmp);
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else if ((obj->owornmask & (W_WEP|W_SWAPWEP|W_QUIVER)) != 0) {
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/* wielded ball, special case */
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setworn((struct obj *)0,
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(obj->owornmask & (W_WEP|W_SWAPWEP|W_QUIVER)));
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}
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}
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freeinv(otmp);
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throwit(otmp, wep_mask, twoweap);
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