Eliminate a confusing dummy argument in a macro.
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parent
5c90880f0a
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3 changed files with 26 additions and 26 deletions
8
main.c
8
main.c
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@ -534,7 +534,7 @@ static void describe_location(void) {
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msg = locations[game.loc].description.big;
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}
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if (!FORCED(game.loc) && DARK(game.loc)) {
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if (!FORCED(game.loc) && IS_DARK_HERE()) {
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msg = arbitrary_messages[PITCH_DARK];
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}
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@ -1047,7 +1047,7 @@ static void listobjects(void) {
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* Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
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* bear). These hacks are because game.prop=0 is needed to
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* get full score. */
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if (!DARK(game.loc)) {
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if (!IS_DARK_HERE()) {
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++game.locs[game.loc].abbrev;
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for (int i = game.locs[game.loc].atloc; i != 0;
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i = game.link[i]) {
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@ -1229,7 +1229,7 @@ static bool do_move(void) {
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/* The easiest way to get killed is to fall into a pit in
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* pitch darkness. */
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if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark &&
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if (!FORCED(game.loc) && IS_DARK_HERE() && game.wzdark &&
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PCT(PIT_KILL_PROB)) {
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rspeak(PIT_FALL);
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game.oldlc2 = game.loc;
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@ -1283,7 +1283,7 @@ static bool do_command(void) {
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}
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/* Check to see if the room is dark. */
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game.wzdark = DARK(game.loc);
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game.wzdark = IS_DARK_HERE();
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/* If the knife is not here it permanently disappears.
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* Possibly this should fire if the knife is here but
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