Fixed case in a comment.
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1 changed files with 11 additions and 11 deletions
22
main.c
22
main.c
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@ -815,17 +815,17 @@ L10000: PROP[GRATE]=0;
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game.closng=true;
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goto L19999;
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/* ONCE HE'S PANICKED, AND CLOCK2 HAS RUN OUT, WE COME HERE TO SET UP THE
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* STORAGE ROOM. THE ROOM HAS TWO LOCS, HARDWIRED AS 115 (NE) AND 116 (SW).
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* AT THE NE END, WE PLACE EMPTY BOTTLES, A NURSERY OF PLANTS, A BED OF
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* OYSTERS, A PILE OF LAMPS, RODS WITH STARS, SLEEPING DWARVES, AND HIM. AT
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* THE SW END WE PLACE GRATE OVER TREASURES, SNAKE PIT, COVEY OF CAGED BIRDS,
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* MORE RODS, AND PILLOWS. A MIRROR STRETCHES ACROSS ONE WALL. MANY OF THE
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* OBJECTS COME FROM KNOWN LOCATIONS AND/OR STATES (E.G. THE SNAKE IS KNOWN TO
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* HAVE BEEN DESTROYED AND NEEDN'T BE CARRIED AWAY FROM ITS OLD "PLACE"),
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* MAKING THE VARIOUS OBJECTS BE HANDLED DIFFERENTLY. WE ALSO DROP ALL OTHER
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* OBJECTS HE MIGHT BE CARRYING (LEST HE HAVE SOME WHICH COULD CAUSE TROUBLE,
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* SUCH AS THE KEYS). WE DESCRIBE THE FLASH OF LIGHT AND TRUNDLE BACK. */
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/* Once he's panicked, and clock2 has run out, we come here to set up the
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* storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
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* At the ne end, we place empty bottles, a nursery of plants, a bed of
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* oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
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* the sw end we place grate over treasures, snake pit, covey of caged birds,
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* more rods, and pillows. A mirror stretches across one wall. many of the
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* objects come from known locations and/or states (e.g. the snake is known to
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* have been destroyed and needn't be carried away from its old "place"),
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* making the various objects be handled differently. We also drop all other
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* objects he might be carrying (lest he have some which could cause trouble,
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* such as the keys). We describe the flash of light and trundle back. */
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L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
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PROP[PLANT]=PUT(PLANT,115,0);
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