Use DEADMONSTER instead of checking mhp
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@@ -31,9 +31,9 @@ struct monst *mtmp;
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wake_nearto(mtmp->mx, mtmp->my, 7 * 7);
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mtmp->mstun = 1;
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mtmp->mhp -= rnd(15);
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if (mtmp->mhp <= 0) {
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if (DEADMONSTER(mtmp)) {
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mondied(mtmp);
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if (mtmp->mhp > 0) /* lifesaved */
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if (!DEADMONSTER(mtmp)) /* lifesaved */
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return FALSE;
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else
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return TRUE;
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@@ -413,7 +413,7 @@ register struct monst *mtmp;
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m_respond(mtmp);
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if (mdat == &mons[PM_MEDUSA] && couldsee(mtmp->mx, mtmp->my))
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m_respond(mtmp);
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if (mtmp->mhp <= 0)
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if (DEADMONSTER(mtmp))
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return 1; /* m_respond gaze can kill medusa */
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/* fleeing monsters might regain courage */
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@@ -518,7 +518,7 @@ register struct monst *mtmp;
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if (cansee(m2->mx, m2->my))
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pline("It locks on to %s.", mon_nam(m2));
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m2->mhp -= rnd(15);
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if (m2->mhp <= 0)
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if (DEADMONSTER(m2))
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monkilled(m2, "", AD_DRIN);
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else
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m2->msleeping = 0;
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@@ -590,7 +590,7 @@ toofar:
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case 0: /* no movement, but it can still attack you */
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case 3: /* absolutely no movement */
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/* vault guard might have vanished */
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if (mtmp->isgd && (mtmp->mhp < 1 || mtmp->mx == 0))
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if (mtmp->isgd && (DEADMONSTER(mtmp) || mtmp->mx == 0))
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return 1; /* behave as if it died */
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/* During hallucination, monster appearance should
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* still change - even if it doesn't move.
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