skip_cleanup: true
on:
tags: true
- prerelease: true
+ prerelease: false
- name: "Release build of NetHack 3.6.6"
- body: "This is an auto generated Release build of NetHack 3.6.6"
+ name: "Pre-Release build of NetHack 3.7.0"
+ body: "This is an auto generated Pre-Release build of NetHack 3.7.0"
case AD_HEAL:
case AD_PHYS:
physical:
- /* this shade check is necessary in case any attacks which
- dish out physical damage bypass hitmm() to get here */
- if ((mattk->aatyp == AT_WEAP || mattk->aatyp == AT_CLAW) && g.otmp)
- dmgwep = *g.otmp;
- else
- dmgwep = cg.zeroobj;
-
- if (shade_miss(magr, mdef, &dmgwep, FALSE, TRUE)) {
- obj = (mattk->aatyp == AT_WEAP || mattk->aatyp == AT_CLAW) ? otmp : 0;
++ obj = (mattk->aatyp == AT_WEAP || mattk->aatyp == AT_CLAW) ? g.otmp : 0;
+ if (shade_miss(magr, mdef, obj, FALSE, TRUE)) {
tmp = 0;
} else if (mattk->aatyp == AT_KICK && thick_skinned(pd)) {
tmp = 0;