rndcolor()
> "A cloud of sangria gas billows from the chest. > You stagger and your vision blurs." > When I see the gas billowing from the chest, I'm not yet > hallucinating. Shouldn't the gas have a normal colour, then? > Only after my vision blurs should the gas assume a fake colour, I > think. >
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@@ -16,6 +16,7 @@ include statue contents in end of game inventory disclosure
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treat handlessness as a major problem when deciding prayer outcome
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treat handlessness as a major problem when deciding prayer outcome
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perform artifact touch checks when putting on accessories
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perform artifact touch checks when putting on accessories
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missing noun in message when horns pierce through your helmet
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missing noun in message when horns pierce through your helmet
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don't use hcolor() for trapped chest gases when you aren't hallucinating
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Platform- and/or Interface-Specific Fixes
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Platform- and/or Interface-Specific Fixes
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@@ -1002,6 +1002,15 @@ const char *colorpref;
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hcolors[rn2(SIZE(hcolors))] : colorpref;
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hcolors[rn2(SIZE(hcolors))] : colorpref;
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}
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}
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/* return a random real color unless hallucinating */
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const char *
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rndcolor()
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{
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int k = rn2(CLR_MAX);
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return Hallucination ? hcolor((char *)0) : (k == NO_COLOR) ?
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"colorless" : c_obj_colors[k];
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}
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/* Aliases for road-runner nemesis
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/* Aliases for road-runner nemesis
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*/
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*/
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static const char * const coynames[] = {
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static const char * const coynames[] = {
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@@ -3586,7 +3586,7 @@ boolean disarm;
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case 0:
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case 0:
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pline("A cloud of %s gas billows from %s.",
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pline("A cloud of %s gas billows from %s.",
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Blind ? blindgas[rn2(SIZE(blindgas))] :
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Blind ? blindgas[rn2(SIZE(blindgas))] :
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hcolor((char *)0), the(xname(obj)));
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rndcolor(), the(xname(obj)));
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if(!Stunned) {
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if(!Stunned) {
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if (Hallucination)
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if (Hallucination)
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pline("What a groovy feeling!");
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pline("What a groovy feeling!");
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