Merge NetHack 3.6 updates into NetHack-3.7
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@@ -164,6 +164,6 @@ deploy:
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skip_cleanup: true
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on:
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tags: true
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prerelease: true
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prerelease: false
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name: "Pre-Release build of NetHack 3.7.0"
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body: "This is an auto generated Pre-Release build of NetHack 3.7.0"
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@@ -1,4 +1,4 @@
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$NHDT-Branch: NetHack-3.6-Mar2020 $:$NHDT-Revision: 1.1 $ $NHDT-Date: 1583445339 2020/03/05 21:55:39 $
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$NHDT-Branch: NetHack-3.6-Mar2020 $:$NHDT-Revision: 1.2 $ $NHDT-Date: 1583606861 2020/03/07 18:47:41 $
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fixes36.6 contains a terse summary of changes made to 3.6.5 in order to
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produce 3.6.6 as well as any post-release fixes in binaries.
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@@ -12,6 +12,7 @@ formatting corpse names used internal buffers differently from formatting
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avoid divide by 0 crash if 'bogusmon' (file of bogus monster types) is empty
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avoid #wizrumorcheck crash if either 'rumors.tru' or 'rumors.fal' or both
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were empty when makedefs built 'rumors'
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avoid "<mon>'s glorkum pass harmlessly through the shade" for weaponless mon
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Platform- and/or Interface-Specific Fixes or Features
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14
src/mhitm.c
14
src/mhitm.c
@@ -1,4 +1,4 @@
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/* NetHack 3.6 mhitm.c $NHDT-Date: 1581886861 2020/02/16 21:01:01 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.130 $ */
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/* NetHack 3.6 mhitm.c $NHDT-Date: 1583606861 2020/03/07 18:47:41 $ $NHDT-Branch: NetHack-3.6-Mar2020 $:$NHDT-Revision: 1.119 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2011. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -835,7 +835,7 @@ mdamagem(magr, mdef, mattk)
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register struct monst *magr, *mdef;
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register struct attack *mattk;
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{
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struct obj *obj, dmgwep;
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struct obj *obj;
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char buf[BUFSZ];
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struct permonst *pa = magr->data, *pd = mdef->data;
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int armpro, num,
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@@ -943,14 +943,8 @@ register struct attack *mattk;
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case AD_HEAL:
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case AD_PHYS:
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physical:
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/* this shade check is necessary in case any attacks which
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dish out physical damage bypass hitmm() to get here */
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if ((mattk->aatyp == AT_WEAP || mattk->aatyp == AT_CLAW) && g.otmp)
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dmgwep = *g.otmp;
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else
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dmgwep = cg.zeroobj;
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if (shade_miss(magr, mdef, &dmgwep, FALSE, TRUE)) {
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obj = (mattk->aatyp == AT_WEAP || mattk->aatyp == AT_CLAW) ? g.otmp : 0;
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if (shade_miss(magr, mdef, obj, FALSE, TRUE)) {
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tmp = 0;
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} else if (mattk->aatyp == AT_KICK && thick_skinned(pd)) {
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tmp = 0;
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