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const int shield = inv[MSLOT_SHIELD];
const int shld = inv[MSLOT_SHIELD];
if (shield != NON_ITEM && mitm[shield].base_type == OBJ_ARMOUR)
if (shld != NON_ITEM && mitm[shld].base_type == OBJ_ARMOUR)
const int ego = get_armour_ego_type(mitm[shield]);
const int ego = get_armour_ego_type(mitm[shld]);
const mon_holy_type holiness = mons_holiness(this);
const mon_holy_type holi = mons_holiness(this);
|| holiness == MH_NONLIVING || holiness == MH_PLANT)
|| holiness == MH_NONLIVING
|| holiness == MH_PLANT)
|| holi == MH_NONLIVING || holi == MH_PLANT)
|| holi == MH_NONLIVING
|| holi == MH_PLANT)
const int armour = mon->inv[MSLOT_ARMOUR]; const int shield = mon->inv[MSLOT_SHIELD];
const int armour = mon->inv[MSLOT_ARMOUR];
const int shield = mon->inv[MSLOT_SHIELD];
const int armour = this->inv[MSLOT_ARMOUR]; const int shld = this->inv[MSLOT_SHIELD];
const int armour = this->inv[MSLOT_ARMOUR];
const int shld = this->inv[MSLOT_SHIELD];
if (get_armour_ego_type(mitm[shield]) == SPARM_POISON_RESISTANCE)
if (get_armour_ego_type(mitm[shld]) == SPARM_POISON_RESISTANCE)
if (get_armour_ego_type(mitm[shield]) == SPARM_POSITIVE_ENERGY)
if (get_armour_ego_type(mitm[shld]) == SPARM_POSITIVE_ENERGY)