more formatting
Mostly tab replacement, plus the last of the cast spacing.
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@@ -1,4 +1,4 @@
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/* NetHack 3.6 dothrow.c $NHDT-Date: 1445301122 2015/10/20 00:32:02 $ $NHDT-Branch: master $:$NHDT-Revision: 1.111 $ */
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/* NetHack 3.6 dothrow.c $NHDT-Date: 1446975465 2015/11/08 09:37:45 $ $NHDT-Branch: master $:$NHDT-Revision: 1.113 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -12,8 +12,8 @@ STATIC_DCL void NDECL(autoquiver);
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STATIC_DCL int FDECL(gem_accept, (struct monst *, struct obj *));
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STATIC_DCL void FDECL(tmiss, (struct obj *, struct monst *, BOOLEAN_P));
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STATIC_DCL int FDECL(throw_gold, (struct obj *));
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STATIC_DCL void FDECL(check_shop_obj,
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(struct obj *, XCHAR_P, XCHAR_P, BOOLEAN_P));
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STATIC_DCL void FDECL(check_shop_obj, (struct obj *, XCHAR_P, XCHAR_P,
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BOOLEAN_P));
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STATIC_DCL void FDECL(breakmsg, (struct obj *, BOOLEAN_P));
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STATIC_DCL boolean FDECL(toss_up, (struct obj *, BOOLEAN_P));
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STATIC_DCL boolean FDECL(throwing_weapon, (struct obj *));
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@@ -66,22 +66,22 @@ int shotlimit;
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* possibly using a sling.
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*/
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if (obj->oclass == COIN_CLASS && obj != uquiver)
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return (throw_gold(obj));
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return throw_gold(obj);
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if (!canletgo(obj, "throw"))
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return (0);
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return 0;
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if (obj->oartifact == ART_MJOLLNIR && obj != uwep) {
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pline("%s must be wielded before it can be thrown.", The(xname(obj)));
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return (0);
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return 0;
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}
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if ((obj->oartifact == ART_MJOLLNIR && ACURR(A_STR) < STR19(25))
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|| (obj->otyp == BOULDER && !throws_rocks(youmonst.data))) {
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pline("It's too heavy.");
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return (1);
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return 1;
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}
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if (!u.dx && !u.dy && !u.dz) {
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You("cannot throw an object at yourself.");
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return (0);
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return 0;
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}
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u_wipe_engr(2);
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if (!uarmg && obj->otyp == CORPSE && touch_petrifies(&mons[obj->corpsenm])
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@@ -516,12 +516,12 @@ genericptr_t arg;
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* your movements at the time.
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*
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* Possible additions/changes:
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* o really attack monster if we hit one
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* o set stunned if we hit a wall or door
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* o reset nomul when we stop
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* o creepy feeling if pass through monster (if ever implemented...)
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* o bounce off walls
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* o let jumps go over boulders
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* o really attack monster if we hit one
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* o set stunned if we hit a wall or door
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* o reset nomul when we stop
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* o creepy feeling if pass through monster (if ever implemented...)
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* o bounce off walls
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* o let jumps go over boulders
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*/
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boolean
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hurtle_step(arg, x, y)
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@@ -1449,7 +1449,7 @@ register struct obj *obj; /* thrownobj or kickedobj or uwep */
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}
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return 1; /* caller doesn't need to place it */
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}
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return (0);
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return 0;
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}
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if (obj->oclass == WEAPON_CLASS || is_weptool(obj)
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@@ -1675,7 +1675,7 @@ nopick:
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pline1(buf);
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if (!tele_restrict(mon))
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(void) rloc(mon, TRUE);
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return (ret);
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return ret;
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}
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/*
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@@ -1927,7 +1927,7 @@ struct obj *obj;
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if (!u.dx && !u.dy && !u.dz) {
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You("cannot throw gold at yourself.");
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return (0);
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return 0;
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}
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freeinv(obj);
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if (u.uswallow) {
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@@ -1935,7 +1935,7 @@ struct obj *obj;
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: "%s into %s.",
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"The money disappears", mon_nam(u.ustuck));
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add_to_minv(u.ustuck, obj);
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return (1);
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return 1;
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}
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if (u.dz) {
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@@ -1977,7 +1977,7 @@ struct obj *obj;
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}
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if (flooreffects(obj, bhitpos.x, bhitpos.y, "fall"))
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return (1);
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return 1;
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if (u.dz > 0)
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pline_The("gold hits the %s.", surface(bhitpos.x, bhitpos.y));
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place_object(obj, bhitpos.x, bhitpos.y);
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@@ -1985,7 +1985,7 @@ struct obj *obj;
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sellobj(obj, bhitpos.x, bhitpos.y);
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stackobj(obj);
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newsym(bhitpos.x, bhitpos.y);
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return (1);
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return 1;
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}
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/*dothrow.c*/
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