use of #terrain while underwater
View the regular map, as originally intended, when using #terrain while underwater. Doing so means you can't see an underwater object underneath an adjacent critter by viewing map+traps+objs (without monsters), but being able to see the level map instead of just the 8 adjacent squares is more valuable.
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@@ -242,6 +242,8 @@ after using detection magic or #terrain while underwater, then leaving water
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and saving while on land, save would flag you as underwater again and
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and saving while on land, save would flag you as underwater again and
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then restore would limit the map display accordingly; next move would
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then restore would limit the map display accordingly; next move would
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notice, retify things, and report "you are on solid land again"
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notice, retify things, and report "you are on solid land again"
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change #terrain used while underwater to view the regular map rather than the
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crippled underwater one
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can see or feel adjacent lava or ice when underwater
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can see or feel adjacent lava or ice when underwater
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+3
-1
@@ -1,4 +1,4 @@
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/* NetHack 3.6 detect.c $NHDT-Date: 1446369464 2015/11/01 09:17:44 $ $NHDT-Branch: master $:$NHDT-Revision: 1.61 $ */
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/* NetHack 3.6 detect.c $NHDT-Date: 1463191981 2016/05/14 02:13:01 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.70 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -1535,6 +1535,8 @@ int which_subset; /* when not full, whether to suppress objs and/or traps */
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iflags.save_uinwater = u.uinwater, iflags.save_uburied = u.uburied;
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iflags.save_uinwater = u.uinwater, iflags.save_uburied = u.uburied;
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u.uinwater = u.uburied = 0;
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u.uinwater = u.uburied = 0;
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u.uswallow = 0;
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u.uswallow = 0;
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if (iflags.save_uinwater || iflags.save_uburied)
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docrt();
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default_glyph = cmap_to_glyph(level.flags.arboreal ? S_tree : S_stone);
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default_glyph = cmap_to_glyph(level.flags.arboreal ? S_tree : S_stone);
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/* for 'full', show the actual terrain for the entire level,
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/* for 'full', show the actual terrain for the entire level,
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otherwise what the hero remembers for seen locations with
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otherwise what the hero remembers for seen locations with
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