if a special level specified the appearance of a mimic and mimics had been
genocided prior to creating the level, whatever random monster took
the mimic's place got its intended appearance
+redundant "hit by gush of water" message if poly'd into iron golem or gremlin
Fixes to Post-3.6.0 Problems that Were Exposed Via git Repository
-/* NetHack 3.6 trap.c $NHDT-Date: 1494107206 2017/05/06 21:46:46 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.278 $ */
+/* NetHack 3.6 trap.c $NHDT-Date: 1514855666 2018/01/02 01:14:26 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.284 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
if (uarmc)
(void) water_damage(uarmc, cloak_simple_name(uarmc), TRUE);
else if (uarm)
- (void) water_damage(uarm, "armor", TRUE);
+ (void) water_damage(uarm, suit_simple_name(uarm), TRUE);
else if (uarmu)
(void) water_damage(uarmu, "shirt", TRUE);
}
if (u.umonnum == PM_IRON_GOLEM) {
int dam = u.mhmax;
- pline("%s you!", A_gush_of_water_hits);
You("are covered with rust!");
losehp(Maybe_Half_Phys(dam), "rusting away", KILLED_BY);
} else if (u.umonnum == PM_GREMLIN && rn2(3)) {
- pline("%s you!", A_gush_of_water_hits);
(void) split_mon(&youmonst, (struct monst *) 0);
}
(void) water_damage(target, cloak_simple_name(target),
TRUE);
else if ((target = which_armor(mtmp, W_ARM)) != 0)
- (void) water_damage(target, "armor", TRUE);
+ (void) water_damage(target, suit_simple_name(target),
+ TRUE);
else if ((target = which_armor(mtmp, W_ARMU)) != 0)
(void) water_damage(target, "shirt", TRUE);
}