!obj_resists(obj, 0, 0)) /* for invocation items */
obj->in_use = TRUE;
+ /* Check whether we should burn away boots *first* so we know whether to
+ * make the player sink into the lava. Assumption: water walking only comes
+ * from boots. */
+ if (Wwalking && uarmf && is_organic(uarmf) && !uarmf->oerodeproof) {
+ obj = uarmf;
+ pline("Your %s into flame!", aobjnam(obj, "burst"));
+ setequip(os_armf, NULL, em_silent);
+ useupall(obj);
+ }
+
if (!Fire_resistance) {
- if(Wwalking) {
+ if(Wwalking) {
pline_The("lava here burns you!");
if (usurvive) {
losehp(dmg, lava_killer, KILLED_BY); /* lava damage */
goto burn_stuff;
}
- } else
+ } else
You("fall into the lava!");
usurvive = Lifesaved || discover;