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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@@ -857,11 +857,6 @@ register int fd;
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*/
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reset_restpref();
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/* some fixups in case this was a hangup save */
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u.uinvulnerable = 0;
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if (u.save.hup_uinwater) u.uinwater = 1, u.save.hup_uinwater = 0;
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if (u.save.hup_uburied) u.uburied = 1, u.save.hup_uburied = 0;
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restlevelstate(stuckid, steedid);
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program_state.something_worth_saving = 1; /* useful data now exists */
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