moves, monstermoves, wailmsg, migrating_objs and billobjs moved to g.
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@@ -172,7 +172,7 @@ boolean ghostly;
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mread(fd, (genericptr_t) tmp_dam, sizeof(*tmp_dam));
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if (ghostly)
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tmp_dam->when += (monstermoves - g.omoves);
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tmp_dam->when += (g.monstermoves - g.omoves);
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Strcpy(damaged_shops,
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in_rooms(tmp_dam->place.x, tmp_dam->place.y, SHOPBASE));
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if (u.uz.dlevel) {
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@@ -286,7 +286,7 @@ boolean ghostly, frozen;
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* immediately after old player died.
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*/
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if (ghostly && !frozen && !age_is_relative(otmp))
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otmp->age = monstermoves - g.omoves + otmp->age;
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otmp->age = g.monstermoves - g.omoves + otmp->age;
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/* get contents of a container or statue */
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if (Has_contents(otmp)) {
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@@ -649,7 +649,7 @@ unsigned int *stuckid, *steedid;
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impossible("restgamestate: lost ball & chain");
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}
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migrating_objs = restobjchn(fd, FALSE, FALSE);
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g.migrating_objs = restobjchn(fd, FALSE, FALSE);
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g.migrating_mons = restmonchn(fd, FALSE);
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mread(fd, (genericptr_t) g.mvitals, sizeof(g.mvitals));
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@@ -676,8 +676,8 @@ unsigned int *stuckid, *steedid;
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restore_dungeon(fd);
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restlevchn(fd);
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mread(fd, (genericptr_t) &moves, sizeof moves);
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mread(fd, (genericptr_t) &monstermoves, sizeof monstermoves);
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mread(fd, (genericptr_t) &g.moves, sizeof g.moves);
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mread(fd, (genericptr_t) &g.monstermoves, sizeof g.monstermoves);
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mread(fd, (genericptr_t) &g.quest_status, sizeof (struct q_score));
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mread(fd, (genericptr_t) g.spl_book, (MAXSPELL + 1) * sizeof (struct spell));
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restore_artifacts(fd);
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@@ -1057,7 +1057,7 @@ boolean ghostly;
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(boolean) ((sfrestinfo.sfi1 & SFI1_RLECOMP) == SFI1_RLECOMP));
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mread(fd, (genericptr_t) g.lastseentyp, sizeof(g.lastseentyp));
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mread(fd, (genericptr_t) &g.omoves, sizeof(g.omoves));
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elapsed = monstermoves - g.omoves;
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elapsed = g.monstermoves - g.omoves;
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mread(fd, (genericptr_t) &g.upstair, sizeof(stairway));
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mread(fd, (genericptr_t) &g.dnstair, sizeof(stairway));
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mread(fd, (genericptr_t) &g.upladder, sizeof(stairway));
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@@ -1091,7 +1091,7 @@ boolean ghostly;
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/* restobjchn()'s `frozen' argument probably ought to be a callback
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routine so that we can check for objects being buried under ice */
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g.level.buriedobjlist = restobjchn(fd, ghostly, FALSE);
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billobjs = restobjchn(fd, ghostly, FALSE);
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g.billobjs = restobjchn(fd, ghostly, FALSE);
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rest_engravings(fd);
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/* reset level.monsters for new level */
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