Add missing fields in shown_stats[] in winstat.c
This eliminates a compiler initializer warning.
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@@ -1277,66 +1277,66 @@ static Widget init_info_form(Widget, Widget, Widget);
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*/
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static struct X_status_value shown_stats[NUM_STATS] = {
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/* 0 */
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{ "", SV_NAME, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
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{ "", SV_NAME, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
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/* 1 */
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{ "Strength", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
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{ "Dexterity", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
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{ "Constitution", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
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{ "Intelligence", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
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{ "Strength", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
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{ "Dexterity", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
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{ "Constitution", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
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{ "Intelligence", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
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/* 5 */
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{ "Wisdom", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
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{ "Charisma", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
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{ "Wisdom", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
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{ "Charisma", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
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/* F_NAME: 7 */
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{ "", SV_LABEL, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
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{ "", SV_LABEL, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
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/* F_DLEVEL: 8 */
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{ "", SV_LABEL, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
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{ "Gold", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
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{ "", SV_LABEL, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
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{ "Gold", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
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/* F_HP: 10 */
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{ "Hit Points", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
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{ "Max HP", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
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{ "Power", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
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{ "Max Power", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
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{ "Armor Class", SV_VALUE, (Widget) 0, 256L, 0, FALSE, FALSE, FALSE, 0 },
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{ "Hit Points", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
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{ "Max HP", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
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{ "Power", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
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{ "Max Power", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
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{ "Armor Class", SV_VALUE, (Widget) 0, 256L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
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/* F_XP_LEVL: 15 */
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{ "Xp Level", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
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{ "Xp Level", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
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/* also 15 (overloaded field) */
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/*{ "Hit Dice", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0},*/
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/*{ "Hit Dice", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },*/
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/* F_EXP_PTS: 16 (optionally displayed) */
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{ "Exp Points", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
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{ "Alignment", SV_VALUE, (Widget) 0, -2L, 0, FALSE, FALSE, FALSE, 0 },
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{ "Exp Points", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
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{ "Alignment", SV_VALUE, (Widget) 0, -2L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
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/* 18, optionally displayed */
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{ "Time", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
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{ "Time", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
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/* 19, condtionally present, optionally displayed when present */
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{ "Score", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0 },
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{ "Score", SV_VALUE, (Widget) 0, -1L, 0, FALSE, FALSE, FALSE, 0, 0, 0 },
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/* F_HUNGER: 20 (blank if 'normal') */
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{ "", SV_NAME, (Widget) 0, -1L, 0, FALSE, TRUE, FALSE, 0 },
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{ "", SV_NAME, (Widget) 0, -1L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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/* F_ENCUMBER: 21 (blank if unencumbered) */
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{ "", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
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{ "Trapped", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
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{ "Tethered", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
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{ "Levitating", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
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{ "", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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{ "Trapped", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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{ "Tethered", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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{ "Levitating", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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/* 25 */
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{ "Flying", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
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{ "Riding", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
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{ "Grabbed!", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
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{ "Flying", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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{ "Riding", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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{ "Grabbed!", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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/* F_STONE: 28 */
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{ "Petrifying", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
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{ "Slimed", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
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{ "Petrifying", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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{ "Slimed", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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/* 30 */
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{ "Strangled", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
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{ "Food Pois", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
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{ "Term Ill", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
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{ "Strangled", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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{ "Food Pois", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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{ "Term Ill", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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/* F_IN_LAVA: 33 */
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{ "Sinking", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
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{ "Held", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
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{ "Sinking", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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{ "Held", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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/* 35 */
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{ "Holding", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
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{ "Blind", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
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{ "Deaf", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
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{ "Stunned", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
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{ "Confused", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
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{ "Holding", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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{ "Blind", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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{ "Deaf", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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{ "Stunned", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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{ "Confused", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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/* F_HALLU: 40 (full spelling truncated due to space limitations) */
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{ "Hallucinat", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0 },
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{ "Hallucinat", SV_NAME, (Widget) 0, 0L, 0, FALSE, TRUE, FALSE, 0, 0, 0 },
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};
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/*
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* The following are supported by the core but not yet handled here:
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