sure that the latter can properly hit monsters submerged in shallow water if they have tentacles.
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if (grd(mon->pos()) == DNGN_SHALLOW_WATER) { const item_def *weapon = you.weapon(); return (weapon && weapon_skill(*weapon) == SK_POLEARMS); }
if (grd(mon->pos()) == DNGN_SHALLOW_WATER)
{
const item_def *weapon = you.weapon();
return (weapon && weapon_skill(*weapon) == SK_POLEARMS);
}
if (grd(mon->pos()) != DNGN_SHALLOW_WATER) return (false);
if (grd(mon->pos()) != DNGN_SHALLOW_WATER)
return (false);
const item_def *weapon = you.weapon(); return (weapon && weapon_skill(*weapon) == SK_POLEARMS);
if (!mons_is_submerged(targ))
if (!mons_is_submerged(targ) || monster->has_damage_type(DVORP_TENTACLE))
if (grd(targ->pos()) == DNGN_SHALLOW_WATER) { item_def *weapon = monster->weapon(); return (weapon && weapon_skill(*weapon) == SK_POLEARMS); }
if (grd(targ->pos()) == DNGN_SHALLOW_WATER)
item_def *weapon = monster->weapon();
if (grd(targ->pos()) != DNGN_SHALLOW_WATER) return (false);
if (grd(targ->pos()) != DNGN_SHALLOW_WATER)
return (monster->has_damage_type(DVORP_TENTACLE));
const item_def *weapon = monster->weapon(); return (weapon && weapon_skill(*weapon) == SK_POLEARMS);
const item_def *weapon = monster->weapon();