more object->dknown handling

Fix a couple of places that set obj->dknown to 0 to deal with some
special cases where it should be left at 1.  (Other places do that
but deal with potions where hardcoded 0 remains appropriate.)
This commit is contained in:
PatR
2021-05-13 09:38:53 -07:00
parent b630d5e038
commit dae25564bc
4 changed files with 20 additions and 11 deletions

View File

@@ -1,4 +1,4 @@
/* NetHack 3.7 mon.c $NHDT-Date: 1614074654 2021/02/23 10:04:14 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.370 $ */
/* NetHack 3.7 mon.c $NHDT-Date: 1620923921 2021/05/13 16:38:41 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.375 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Derek S. Ray, 2015. */
/* NetHack may be freely redistributed. See license for details. */
@@ -663,7 +663,7 @@ make_corpse(register struct monst* mtmp, unsigned int corpseflags)
* if the corpse's obj->dknown is 0.
*/
if (Blind && !sensemon(mtmp))
obj->dknown = 0;
clear_dknown(obj); /* obj->dknown = 0; */
stackobj(obj);
newsym(x, y);