more spelling and inconsistency corrections; comments and elsewhere
This commit is contained in:
14
src/zap.c
14
src/zap.c
@@ -1643,7 +1643,7 @@ do_osshock(struct obj *obj)
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go.obj_zapped = TRUE;
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if (gp.poly_zapped < 0) {
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/* some may metamorphosize */
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/* some may metamorphose */
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for (i = obj->quan; i; i--)
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if (!rn2(Luck + 45)) {
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gp.poly_zapped = objects[obj->otyp].oc_material;
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@@ -1714,7 +1714,7 @@ poly_obj(struct obj *obj, int id)
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if (obj->otyp == UNICORN_HORN && obj->degraded_horn)
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magic_obj = 0;
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/* Try up to 3 times to make the magic-or-not status of
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the new item be the same as it was for the old one. */
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the new item the same as the old item. */
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otmp = (struct obj *) 0;
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do {
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if (otmp)
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@@ -1736,7 +1736,7 @@ poly_obj(struct obj *obj, int id)
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/* preserve quantity */
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otmp->quan = obj->quan;
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/* preserve the shopkeepers (lack of) interest */
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/* preserve the shopkeeper's (lack of) interest */
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otmp->no_charge = obj->no_charge;
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/* preserve inventory letter if in inventory */
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if (obj_location == OBJ_INVENT)
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@@ -2005,7 +2005,7 @@ stone_to_flesh_obj(struct obj *obj) /* nonnull */
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return 0;
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(void) get_obj_location(obj, &oox, &ooy, 0);
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/* add more if stone objects are added.. */
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/* add more if stone objects are added... */
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switch (objects[obj->otyp].oc_class) {
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case ROCK_CLASS: /* boulders and statues */
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case TOOL_CLASS: /* figurines */
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@@ -3490,7 +3490,7 @@ spell_damage_bonus(
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}
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/*
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* Generate the to hit bonus for a spell. Based on the hero's skill in
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* Generate the to-hit bonus for a spell. Based on the hero's skill in
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* spell class and dexterity.
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*/
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staticfn int
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@@ -3986,7 +3986,7 @@ bhit(
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through instead of stop so we call flash_hits_mon()
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directly rather than returning mtmp back to caller.
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That allows the flash to keep on going. Note that we
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use mtmp->minvis not canspotmon() because it makes no
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use mtmp->minvis, not canspotmon(), because it makes no
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difference whether hero can see the monster or not. */
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if (mtmp->minvis) {
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obj->ox = u.ux, obj->oy = u.uy;
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@@ -4731,7 +4731,7 @@ dobuzz(
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int spell_type;
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int hdmgtype = Hallucination ? rn2(6) : damgtype;
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/* if it's a Hero Spell then get its SPE_TYPE */
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/* if it's a hero spell then get its SPE_TYPE */
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spell_type = is_hero_spell(type) ? SPE_MAGIC_MISSILE + damgtype : 0;
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if (u.uswallow) {
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