From b54c38c65bce32c1fab174dec4651d1220775396 Mon Sep 17 00:00:00 2001 From: copperwater Date: Fri, 19 Jun 2026 08:40:35 -0400 Subject: [PATCH] Fix: a shopkeeper msg was printed even when deaf The message in question is '[shopkeeper] says "You be careful with my [item]!"' when you wield a shop-owned item, but it was being printed even when the hero is deaf. Following other examples of shopkeeper dialogue, the correct thing to do here is not to suppress the message if deaf but instead provide some nonverbal feedback, so that is what I did. --- src/wield.c | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/src/wield.c b/src/wield.c index 7c75cab31..51920b7d4 100644 --- a/src/wield.c +++ b/src/wield.c @@ -262,8 +262,13 @@ ready_weapon(struct obj *wep) if ((this_shkp = shop_keeper(inside_shop(u.ux, u.uy))) != (struct monst *) 0) { - pline("%s says \"You be careful with my %s!\"", - shkname(this_shkp), xname(wep)); + /* check msound because we don't have access to muteshk() */ + if (!Deaf && this_shkp->data->msound > MS_ANIMAL) + pline("%s says \"You be careful with my %s!\"", + shkname(this_shkp), xname(wep)); + else + pline("%s looks apprehensive about your wielding %s %s.", + shkname(this_shkp), mhis(this_shkp), xname(wep)); } } }