hangup vs u.uinwater again (trunk only)
Redo the fix that prevents hangup from putting hero on top of water if it occurs during magic mapping or object/gold/trap detection. Instead of copying u.uinwater into another field in struct u so that it can be reset during restore, copy it into a new field in struct iflags and reset it during save so that no fixup upon restore is needed.
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@@ -306,6 +306,11 @@ struct instance_flags {
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#define MAX_ALTKEYHANDLER 25
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char altkeyhandler[MAX_ALTKEYHANDLER];
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#endif
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/* copies of values in struct u, used during detection when the
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originals are temporarily cleared; kept here rather than
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locally so that they can be restored during a hangup save */
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Bitfield(save_uinwater,1);
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Bitfield(save_uburied,1);
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};
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/*
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