more green slime
When a hero dies due to turning into green slime, actually polymorph him into a green slime monster before killing him off. That way he'll show as a green 'P' on the map instead of white '@' during final disclosure. Also, armor that gets destroyed by polymorphing into that form will be absent from resulting bones file.
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@@ -1,4 +1,4 @@
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/* NetHack 3.6 cmd.c $NHDT-Date: 1543972186 2018/12/05 01:09:46 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.313 $ */
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/* NetHack 3.6 cmd.c $NHDT-Date: 1544050555 2018/12/05 22:55:55 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.314 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2013. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -2740,7 +2740,12 @@ int final;
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}
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if (Polymorph_control)
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you_have("polymorph control", from_what(POLYMORPH_CONTROL));
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if (Upolyd && u.umonnum != u.ulycn) {
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if (Upolyd && u.umonnum != u.ulycn
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/* if we've died from turning into slime, we're polymorphed
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right now but don't want to list it as a temporary attribute
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[we need a more reliable way to detect this situation] */
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&& !(final == ENL_GAMEOVERDEAD
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&& u.umonnum == PM_GREEN_SLIME && !Unchanging)) {
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/* foreign shape (except were-form which is handled below) */
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Sprintf(buf, "polymorphed into %s", an(youmonst.data->mname));
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if (wizard)
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