some reformatting (4 of 4)
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13
src/u_init.c
13
src/u_init.c
@@ -193,7 +193,7 @@ static struct trobj Blindfold[] = { { BLINDFOLD, 0, TOOL_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 } };
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static struct trobj Instrument[] = { { WOODEN_FLUTE, 0, TOOL_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 } };
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static struct trobj Xtra_food[] = { { UNDEF_TYP, UNDEF_SPE, FOOD_CLASS, 2, 0 },
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static struct trobj Xtra_food[] = { { UNDEF_TYP, UNDEF_SPE, FOOD_CLASS, 2, 0},
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{ 0, 0, 0, 0, 0 } };
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static struct trobj Leash[] = { { LEASH, 0, TOOL_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 } };
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@@ -621,7 +621,7 @@ u_init_role(void)
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/* the program used to check moves<=1 && invent==NULL do decide whether
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a new game has started, but due to the 'pauper' option/conduct, can't
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rely on invent becoming non-Null anymore; instead, initialize moves
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to 0 instead of 1 and then set it to 1 here, where invent init occurs */
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to 0 instead of 1, then set it to 1 here, where invent init occurs */
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svm.moves = 1L;
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switch (Role_switch) {
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@@ -722,8 +722,9 @@ u_init_role(void)
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ini_inv(Rogue);
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if (!rn2(5))
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ini_inv(Blindfold);
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knows_object(SACK, FALSE); /* FALSE: don't override pauper here, but sack
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* will be made known in pauper_reinit() */
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knows_object(SACK, FALSE); /* FALSE: don't override pauper here,
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* but sack will be made known in
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* pauper_reinit() */
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knows_class(WEAPON_CLASS); /* daggers only */
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skill_init(Skill_R);
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break;
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@@ -1324,8 +1325,8 @@ ini_inv(struct trobj *trop)
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if (obj->oclass == RING_CLASS || obj->oclass == SPBOOK_CLASS)
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gn.nocreate4 = otyp;
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}
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/* Put post-creation object adjustments that don't depend on whether it
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* was UNDEF_TYP or not after this. */
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/* Put post-creation object adjustments that don't depend on whether
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* it was UNDEF_TYP or not after this. */
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otyp = ini_inv_obj_substitution(trop, obj);
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