docall fix
Noticed while testing something: hero drank a potion of see invisible and nearby invisible monster could now be seen--in theory--but I was asked what to call the potion while the updated map was buffered. So I didn't see the invisible monster until after naming the potion. pline() flushes buffered map updates, but getlin() doesn't. I didn't change that, but I've made docall() do so since the updated map may make a difference in what the player can tell about whatever is being 'called'.
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@@ -1,4 +1,4 @@
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$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.187 $ $NHDT-Date: 1574387029 2019/11/22 01:43:49 $
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$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.188 $ $NHDT-Date: 1574419578 2019/11/22 10:46:18 $
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This fixes36.3 file is here to capture information about updates in the 3.6.x
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lineage following the release of 3.6.2 in May 2019. Please note, however,
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@@ -292,6 +292,9 @@ fix several tribute typos
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pluralization correction for unlikely epoch and loch
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ensure that --showpaths displays the personal configuration file last
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don't strip leading slash from hallucinatory monster name "/b/tard"
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quaffing unknown potion of see invisible resulted in asking what to call the
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potion while updated monster display was buffered so not yet shown,
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hence potentially noticeable effect was concealed from player
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unix: Fix double DLB definition in linux hints file
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windows: fix --showpaths output for the data file which relies on being
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constructed programmatically to incorporate the version suffix
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@@ -1,4 +1,4 @@
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/* NetHack 3.6 do_name.c $NHDT-Date: 1574387027 2019/11/22 01:43:47 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.151 $ */
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/* NetHack 3.6 do_name.c $NHDT-Date: 1574419578 2019/11/22 10:46:18 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.152 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Pasi Kallinen, 2018. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -1473,6 +1473,7 @@ struct obj *obj;
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if (!obj->dknown)
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return; /* probably blind */
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flush_screen(1); /* buffered updates might matter to player's response */
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if (obj->oclass == POTION_CLASS && obj->fromsink)
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/* kludge, meaning it's sink water */
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