Digging is noisy
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@@ -1087,6 +1087,7 @@ don't reveal color of potions, gems, or spellbooks that haven't been seen up
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fix freeing a worn object when forced to drop it by falling down stairs
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allow setting per-level "temperature": hot, cold, or temperate, currently
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only affects some messages
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digging is noisy
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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@@ -279,6 +279,7 @@ dig(void)
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case 1:
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pline("Bang! You hit with the broad side of %s!",
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the(xname(uwep)));
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wake_nearby();
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break;
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default:
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Your("swing misses its mark.");
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@@ -476,6 +477,7 @@ dig(void)
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if (!gd.did_dig_msg) {
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You("hit the %s with all your might.", d_target[dig_target]);
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wake_nearby();
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gd.did_dig_msg = TRUE;
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}
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}
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@@ -610,6 +612,7 @@ digactualhole(coordxy x, coordxy y, struct monst *madeby, int ttyp)
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pay_for_damage("ruin", FALSE);
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else
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add_damage(x, y, madeby_u ? SHOP_PIT_COST : 0L);
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wake_nearby();
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} else if (!madeby_obj && canseemon(madeby)) {
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pline("%s digs a pit in the %s.", Monnam(madeby), surface_type);
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} else if (cansee(x, y) && Verbose(0, digactualhole1)) {
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@@ -829,6 +832,7 @@ dighole(boolean pit_only, boolean by_magic, coord *cc)
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* fills it. Final outcome: no hole, no boulder.
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*/
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pline("KADOOM! The boulder falls in!");
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wake_nearby();
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(void) delfloortrap(ttmp);
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}
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delobj(boulder_here);
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@@ -1100,6 +1104,7 @@ use_pick_axe2(struct obj *obj)
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if (vibrate)
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losehp(Maybe_Half_Phys(2), "axing a hard object",
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KILLED_BY);
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wake_nearby();
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} else if (u.utrap && u.utraptype == TT_PIT && trap
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&& (trap_with_u = t_at(u.ux, u.uy))
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&& is_pit(trap->ttyp)
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