miscellaneous formatting of zap.c
Just to clear zap.c modifications out of my working directory.
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@@ -3801,8 +3801,8 @@ zap_map(
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* function) several objects and monsters on its path. The return value
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* function) several objects and monsters on its path. The return value
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* is the monster hit (weapon != ZAPPED_WAND), or a null monster pointer.
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* is the monster hit (weapon != ZAPPED_WAND), or a null monster pointer.
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*
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*
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* Thrown and kicked objects (THROWN_WEAPON or KICKED_WEAPON) may be
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* Thrown and kicked objects (THROWN_WEAPON or KICKED_WEAPON) may be
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* destroyed and *pobj set to NULL to indicate this.
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* destroyed and *pobj set to NULL to indicate this.
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*
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*
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* Check !u.uswallow before calling bhit().
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* Check !u.uswallow before calling bhit().
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* This function reveals the absence of a remembered invisible monster in
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* This function reveals the absence of a remembered invisible monster in
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@@ -3828,8 +3828,8 @@ bhit(
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boolean in_skip = FALSE, allow_skip = FALSE;
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boolean in_skip = FALSE, allow_skip = FALSE;
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boolean tethered_weapon = FALSE;
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boolean tethered_weapon = FALSE;
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int skiprange_start = 0, skiprange_end = 0, skipcount = 0;
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int skiprange_start = 0, skiprange_end = 0, skipcount = 0;
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struct obj *was_returning =
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struct obj *was_returning = (iflags.returning_missile == obj) ? obj
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(iflags.returning_missile == obj) ? obj : (struct obj *) 0;
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: (struct obj *) 0;
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if (weapon == KICKED_WEAPON) {
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if (weapon == KICKED_WEAPON) {
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/* object starts one square in front of player */
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/* object starts one square in front of player */
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@@ -4067,8 +4067,7 @@ bhit(
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break;
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break;
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}
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}
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if (weapon != ZAPPED_WAND && weapon != INVIS_BEAM) {
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if (weapon != ZAPPED_WAND && weapon != INVIS_BEAM) {
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/* 'I' present but no monster: erase */
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/* 'I' present but no monster: erase; do this before tmp_at() */
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/* do this before the tmp_at() */
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if (glyph_is_invisible(levl[x][y].glyph) && cansee(x, y)) {
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if (glyph_is_invisible(levl[x][y].glyph) && cansee(x, y)) {
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unmap_object(x, y);
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unmap_object(x, y);
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newsym(x, y);
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newsym(x, y);
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@@ -4715,11 +4714,11 @@ buzz(int type, int nd, coordxy sx, coordxy sy, int dx, int dy)
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*/
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*/
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void
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void
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dobuzz(
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dobuzz(
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int type, /* 0..29 (by hero) or -39..-10 (by monster) */
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int type, /* 0..29 (by hero) or -39..-10 (by monster) */
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int nd, /* damage strength ('number of dice') */
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int nd, /* damage strength ('number of dice') */
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coordxy sx, coordxy sy, /* starting point */
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coordxy sx, coordxy sy, /* starting point */
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int dx, int dy, /* direction delta */
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int dx, int dy, /* direction delta */
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boolean sayhit, boolean saymiss) /* announce out of sight hit/miss events if true */
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boolean sayhit, boolean saymiss) /* report out of sight hit/miss events */
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{
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{
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int range, fltyp = zaptype(type), damgtype = fltyp % 10;
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int range, fltyp = zaptype(type), damgtype = fltyp % 10;
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coordxy lsx, lsy;
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coordxy lsx, lsy;
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