'Iu' vs unknown container contents
An inventory of unpaid items where more than one was present would show |> bag's contents N zorkmids if any of the items were inside a container whose contents aren't known. But if there was only one item (so container must be owned by hero) the 'Iu' output menu was skipped for pline and yielded |> scroll of magic mapping 133 zorkmids Force the menu display if the lone unpaid item is inside a container whose contents are unknown. I'm not sure whether a hero-owned container can have both unknown contents and an unpaid item in normal play. I managed it while trying to fix a reported problem--except I can no longer find the relevant report--where itemized shop billing also revealed unseen container contents (for any number of items, not just 1). That isn't fixed yet, but I want to get the simpler 'Iu' part out of the way.
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@@ -1,4 +1,4 @@
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/* NetHack 3.6 extern.h $NHDT-Date: 1517128658 2018/01/28 08:37:38 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.624 $ */
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/* NetHack 3.6 extern.h $NHDT-Date: 1518053385 2018/02/08 01:29:45 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.625 $ */
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/* Copyright (c) Steve Creps, 1988. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -1284,6 +1284,7 @@ E struct obj *FDECL(splitobj, (struct obj *, long));
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E struct obj *FDECL(unsplitobj, (struct obj *));
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E void NDECL(clear_splitobjs);
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E void FDECL(replace_object, (struct obj *, struct obj *));
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E struct obj *FDECL(unknwn_contnr_contents, (struct obj *));
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E void FDECL(bill_dummy_object, (struct obj *));
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E void FDECL(costly_alteration, (struct obj *, int));
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E struct obj *FDECL(mksobj, (int, BOOLEAN_P, BOOLEAN_P));
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