Super-Rogue: convert to ANSI-style function declarations.
This fixes most of the build warnings.
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0f87d5b4d8
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59f448e92e
33 changed files with 783 additions and 518 deletions
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@ -14,19 +14,26 @@
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include <stdlib.h>
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#include <ctype.h>
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#include <string.h>
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#include "rogue.h"
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#include "rogue.ext"
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bool roll_em(struct stats *att, struct stats *def, struct object *weap, bool hurl);
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char *mindex(char *cp, char c);
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char *prname(char *who, bool upper);
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void hit(char *er);
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void miss(char *er);
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void thunk(struct object *weap, char *mname);
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void bounce(struct object *weap, char *mname);
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/*
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* fight:
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* The player attacks the monster.
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*/
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fight(mp, weap, thrown)
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struct coord *mp;
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struct object *weap;
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bool thrown;
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bool
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fight(struct coord *mp, struct object *weap, bool thrown)
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{
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reg struct thing *tp;
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@ -123,8 +130,8 @@ bool thrown;
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* attack:
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* The monster attacks the player
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*/
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attack(mp)
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struct thing *mp;
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int
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attack(struct thing *mp)
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{
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reg char *mname;
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@ -349,8 +356,8 @@ struct thing *mp;
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* swing:
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* Returns true if the swing hits
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*/
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swing(at_lvl, op_arm, wplus)
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int at_lvl, op_arm, wplus;
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bool
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swing(int at_lvl, int op_arm, int wplus)
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{
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reg int res = rnd(20)+1;
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reg int need = (21 - at_lvl) - op_arm;
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@ -363,7 +370,8 @@ int at_lvl, op_arm, wplus;
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* check_level:
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* Check to see if the guy has gone up a level.
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*/
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check_level()
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void
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check_level(void)
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{
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reg int lev, add, dif;
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@ -387,15 +395,12 @@ check_level()
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* roll_em:
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* Roll several attacks
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*/
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roll_em(att, def, weap, hurl)
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struct stats *att, *def;
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struct object *weap;
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bool hurl;
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bool
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roll_em(struct stats *att, struct stats *def, struct object *weap, bool hurl)
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{
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reg char *cp;
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reg int ndice, nsides, def_arm, prop_hplus, prop_dplus;
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reg bool did_hit = FALSE;
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char *mindex();
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prop_hplus = prop_dplus = 0;
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if (weap == NULL) {
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@ -479,8 +484,7 @@ bool hurl;
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* Look for char 'c' in string pointed to by 'cp'
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*/
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char *
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mindex(cp, c)
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char *cp, c;
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mindex(char *cp, char c)
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{
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reg int i;
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@ -498,9 +502,7 @@ char *cp, c;
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* The print name of a combatant
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*/
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char *
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prname(who, upper)
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char *who;
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bool upper;
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prname(char *who, bool upper)
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{
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static char tbuf[LINLEN];
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@ -522,8 +524,8 @@ static char tbuf[LINLEN];
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* hit:
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* Print a message to indicate a succesful hit
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*/
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hit(er)
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char *er;
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void
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hit(char *er)
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{
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msg("%s hit.",prname(er, TRUE));
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}
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@ -533,8 +535,8 @@ char *er;
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* miss:
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* Print a message to indicate a poor swing
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*/
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miss(er)
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char *er;
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void
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miss(char *er)
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{
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msg("%s miss%s.",prname(er, TRUE),(er == 0 ? "":"es"));
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}
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@ -544,9 +546,8 @@ char *er;
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* save_throw:
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* See if a creature saves against something
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*/
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save_throw(which, tp)
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int which;
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struct thing *tp;
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bool
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save_throw(int which, struct thing *tp)
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{
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reg int need;
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reg struct stats *st;
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@ -561,8 +562,8 @@ struct thing *tp;
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* save:
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* See if he saves against various nasty things
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*/
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save(which)
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int which;
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bool
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save(int which)
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{
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return save_throw(which, &player);
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}
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@ -571,7 +572,8 @@ int which;
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* raise_level:
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* The guy just magically went up a level.
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*/
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raise_level()
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void
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raise_level(void)
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{
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him->s_exp = e_levels[him->s_lvl-1] + 1L;
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check_level();
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@ -582,9 +584,8 @@ raise_level()
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* thunk:
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* A missile hits a monster
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*/
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thunk(weap, mname)
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struct object *weap;
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char *mname;
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void
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thunk(struct object *weap, char *mname)
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{
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if (weap->o_type == WEAPON)
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msg("The %s hits the %s.",w_magic[weap->o_which].mi_name,mname);
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@ -597,9 +598,8 @@ char *mname;
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* bounce:
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* A missile misses a monster
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*/
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bounce(weap, mname)
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struct object *weap;
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char *mname;
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void
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bounce(struct object *weap, char *mname)
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{
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if (weap->o_type == WEAPON)
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msg("The %s misses the %s.", w_magic[weap->o_which].mi_name,mname);
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@ -612,9 +612,8 @@ char *mname;
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* remove:
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* Remove a monster from the screen
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*/
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remove_monster(mp, item)
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struct coord *mp;
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struct linked_list *item;
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void
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remove_monster(struct coord *mp, struct linked_list *item)
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{
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reg char what;
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@ -633,8 +632,8 @@ struct linked_list *item;
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* is_magic:
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* Returns true if an object radiates magic
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*/
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is_magic(obj)
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struct object *obj;
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bool
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is_magic(struct object *obj)
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{
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switch (obj->o_type) {
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case ARMOR:
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@ -656,9 +655,8 @@ struct object *obj;
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* killed:
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* Called to put a monster to death
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*/
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killed(item, pr)
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struct linked_list *item;
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bool pr;
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void
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killed(struct linked_list *item, bool pr)
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{
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reg struct thing *tp;
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reg struct object *obj;
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