This fixes the messages displayed when, e.g., the hero becomes
unburdened as a consequence of a corpse rotting away. (There are no
gameplay changes; the effective burden level is fixed between turns
under both the old and new mechanisms, and any other use of it will
recalculate it prior to using it.)
Not changed: the interaction of overexert_hp with burden changes due
to timeout. You were holding the corpse during your turn, so even if
it rots away at the end of the turn, you can still pass out from the
exertion you applied during that turn.
/******************************************/
g.hero_seq++; /* moves*8 + n for n == 1..7 */
+
+ /* although we checked for encumberance above, we need to
+ check again for message purposes, as the weight of
+ inventory may have changed in, e.g., nh_timeout(); we do
+ need two checks here so that the player gets feedback
+ immediately if their own action encumbered them */
+ encumber_msg();
+
#ifdef STATUS_HILITES
if (iflags.hilite_delta)
status_eval_next_unhilite();