bones fix - clear monst->seen_resistance
When saving bones, forget observations of current hero's resistances because they'll be stale when the bones are used in a future game.
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@@ -1,4 +1,4 @@
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$NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1308 $ $NHDT-Date: 1700869710 2023/11/24 23:48:30 $
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$NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1317 $ $NHDT-Date: 1701500708 2023/12/02 07:05:08 $
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General Fixes and Modified Features
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General Fixes and Modified Features
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-----------------------------------
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-----------------------------------
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@@ -1767,6 +1767,7 @@ when a tethered aklys gets caught in a web, make sure it doesn't return
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add 'X' as a potential context-sensitive item-action for uwep and uswapwep
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add 'X' as a potential context-sensitive item-action for uwep and uswapwep
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monsters weren't noticing hero's possession or lack of magic resistance when
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monsters weren't noticing hero's possession or lack of magic resistance when
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hero getting zapped by a wand of striking was or wasn't resisted
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hero getting zapped by a wand of striking was or wasn't resisted
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discard monsters' observations about hero's resistances when saving bones
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Fixes to 3.7.0-x Platform and/or Interface Problems Exposed Via git Repository
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Fixes to 3.7.0-x Platform and/or Interface Problems Exposed Via git Repository
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+5
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@@ -1,4 +1,4 @@
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/* NetHack 3.7 bones.c $NHDT-Date: 1654931350 2022/06/11 07:09:10 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.119 $ */
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/* NetHack 3.7 bones.c $NHDT-Date: 1701500709 2023/12/02 07:05:09 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.129 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985,1993. */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985,1993. */
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/*-Copyright (c) Robert Patrick Rankin, 2012. */
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/*-Copyright (c) Robert Patrick Rankin, 2012. */
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/* NetHack may be freely redistributed. See license for details. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -453,7 +453,8 @@ savebones(int how, time_t when, struct obj *corpse)
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struct obj *otmp;
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struct obj *otmp;
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/* embed your possessions in your statue */
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/* embed your possessions in your statue */
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otmp = mk_named_object(STATUE, &mons[u.umonnum], u.ux, u.uy, gp.plname);
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otmp = mk_named_object(STATUE, &mons[u.umonnum], u.ux, u.uy,
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gp.plname);
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drop_upon_death((struct monst *) 0, otmp, u.ux, u.uy);
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drop_upon_death((struct monst *) 0, otmp, u.ux, u.uy);
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if (!otmp)
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if (!otmp)
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@@ -507,6 +508,8 @@ savebones(int how, time_t when, struct obj *corpse)
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mtmp->mlstmv = 0L;
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mtmp->mlstmv = 0L;
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if (mtmp->mtame)
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if (mtmp->mtame)
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mtmp->mtame = mtmp->mpeaceful = 0;
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mtmp->mtame = mtmp->mpeaceful = 0;
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/* observations about the current hero won't apply to future game */
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mtmp->seen_resistance = M_SEEN_NOTHING;
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}
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}
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for (ttmp = gf.ftrap; ttmp; ttmp = ttmp->ntrap) {
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for (ttmp = gf.ftrap; ttmp; ttmp = ttmp->ntrap) {
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ttmp->madeby_u = 0;
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ttmp->madeby_u = 0;
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