more spelling and inconsistency corrections; comments and elsewhere
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@@ -155,7 +155,7 @@ hitval(struct obj *otmp, struct monst *mon)
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if (Is_weapon)
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tmp += otmp->spe;
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/* Put weapon specific "to hit" bonuses in below: */
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/* Put weapon-specific "to hit" bonuses in below: */
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tmp += objects[otmp->otyp].oc_hitbon;
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/* Put weapon vs. monster type "to hit" bonuses in below: */
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@@ -302,7 +302,7 @@ dmgval(struct obj *otmp, struct monst *mon)
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}
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if (objects[otyp].oc_material <= LEATHER && thick_skinned(ptr))
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/* thick skinned/scaled creatures don't feel it */
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/* thick-skinned or scaled creatures don't feel it */
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tmp = 0;
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if (ptr == &mons[PM_SHADE] && !shade_glare(otmp))
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tmp = 0;
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@@ -1387,7 +1387,7 @@ enhance_weapon_skill(void)
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n = selected[0].item.a_int - 1; /* get item selected */
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free((genericptr_t) selected);
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skill_advance(n);
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/* check for more skills able to advance, if so then .. */
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/* check for more skills able to advance; if so, then... */
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for (n = i = 0; i < P_NUM_SKILLS; i++) {
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if (can_advance(i, speedy)) {
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if (!speedy)
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