reason as with Feawn. Also, fix some warnings, and add some minor cosmetic fixes.
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return DID_UNHOLY;
if (item_type_known(item))
return DID_NECROMANCY;
return DID_NOTHING;
return (DID_UNHOLY);
if (item_type_known(item)
|| item.base_type == OBJ_WEAPONS
&& get_weapon_brand(item) == SPWPN_CHAOS)
{
return (DID_NECROMANCY);
}
return (DID_NOTHING);
case BEAM_SPORE: return("spores");
case BEAM_POISON_ARROW: return("poison arrow");
case BEAM_HELLFIRE: return("hellfire");
case BEAM_NAPALM: return("sticky fire");
case BEAM_SPORE: return ("spores");
case BEAM_POISON_ARROW: return ("poison arrow");
case BEAM_HELLFIRE: return ("hellfire");
case BEAM_NAPALM: return ("sticky fire");
case BEAM_ENERGY: return("energy");
case BEAM_HOLY: return("holy energy");
case BEAM_FRAG: return("fragments");
case BEAM_LAVA: return("magma");
case BEAM_ICE: return("ice");
case BEAM_NUKE: return("nuke");
case BEAM_RANDOM: return("random");
case BEAM_CHAOS: return("chaos");
case BEAM_SLOW: return("slow");
case BEAM_HASTE: return("haste");
case BEAM_MIGHT: return("might");
case BEAM_HEALING: return("healing");
case BEAM_PARALYSIS: return("paralysis");
case BEAM_CONFUSION: return("confusion");
case BEAM_INVISIBILITY: return("invisibility");
case BEAM_DIGGING: return("digging");
case BEAM_TELEPORT: return("teleportation");
case BEAM_POLYMORPH: return("polymorph");
case BEAM_CHARM: return("enslave");
case BEAM_BANISH: return("banishment");
case BEAM_DEGENERATE: return("degeneration");
case BEAM_ENSLAVE_UNDEAD: return("enslave undead");
case BEAM_ENSLAVE_SOUL: return("enslave soul");
case BEAM_PAIN: return("pain");
case BEAM_DISPEL_UNDEAD: return("dispel undead");
case BEAM_DISINTEGRATION: return("disintegration");
case BEAM_ENSLAVE_DEMON: return("enslave demon");
case BEAM_BLINK: return("blink");
case BEAM_PETRIFY: return("petrify");
case BEAM_BACKLIGHT: return("backlight");
case BEAM_SLEEP: return("sleep");
case BEAM_SLIME: return("slime");
case BEAM_PORKALATOR: return("porkalator");
case BEAM_POTION_BLACK_SMOKE: return("black smoke");
case BEAM_POTION_GREY_SMOKE: return("grey smoke");
case BEAM_POTION_BLUE_SMOKE: return("blue smoke");
case BEAM_POTION_PURP_SMOKE: return("purple smoke");
case BEAM_POTION_RANDOM: return("random potion");
case BEAM_POTION_MUTAGENIC: return("mutagenic fog");
case BEAM_VISUAL: return("visual effects");
case BEAM_TORMENT_DAMAGE: return("torment damage");
case BEAM_STEAL_FOOD: return("steal food");
case BEAM_ENERGY: return ("energy");
case BEAM_HOLY: return ("holy energy");
case BEAM_FRAG: return ("fragments");
case BEAM_LAVA: return ("magma");
case BEAM_ICE: return ("ice");
case BEAM_NUKE: return ("nuke");
case BEAM_RANDOM: return ("random");
case BEAM_CHAOS: return ("chaos");
case BEAM_SLOW: return ("slow");
case BEAM_HASTE: return ("haste");
case BEAM_MIGHT: return ("might");
case BEAM_HEALING: return ("healing");
case BEAM_PARALYSIS: return ("paralysis");
case BEAM_CONFUSION: return ("confusion");
case BEAM_INVISIBILITY: return ("invisibility");
case BEAM_DIGGING: return ("digging");
case BEAM_TELEPORT: return ("teleportation");
case BEAM_POLYMORPH: return ("polymorph");
case BEAM_CHARM: return ("enslave");
case BEAM_BANISH: return ("banishment");
case BEAM_DEGENERATE: return ("degeneration");
case BEAM_ENSLAVE_UNDEAD: return ("enslave undead");
case BEAM_ENSLAVE_SOUL: return ("enslave soul");
case BEAM_PAIN: return ("pain");
case BEAM_DISPEL_UNDEAD: return ("dispel undead");
case BEAM_DISINTEGRATION: return ("disintegration");
case BEAM_ENSLAVE_DEMON: return ("enslave demon");
case BEAM_BLINK: return ("blink");
case BEAM_PETRIFY: return ("petrify");
case BEAM_BACKLIGHT: return ("backlight");
case BEAM_PORKALATOR: return ("porkalator");
case BEAM_SLIME: return ("slime");
case BEAM_SLEEP: return ("sleep");
case BEAM_BERSERK: return ("berserk");
case BEAM_POTION_BLACK_SMOKE: return ("black smoke");
case BEAM_POTION_GREY_SMOKE: return ("grey smoke");
case BEAM_POTION_BLUE_SMOKE: return ("blue smoke");
case BEAM_POTION_PURP_SMOKE: return ("purple smoke");
case BEAM_POTION_RANDOM: return ("random potion");
case BEAM_POTION_MUTAGENIC: return ("mutagenic fog");
case BEAM_VISUAL: return ("visual effects");
case BEAM_TORMENT_DAMAGE: return ("torment damage");
case BEAM_STEAL_FOOD: return ("steal food");