make zeroany, zeromonst, zeroobj 'const'
They're never modified. Minor complication: &zeroobj is used as a special not-Null-but-not-an-object value in multiple places and needs to have 'const' removed with a cast in that situation.
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@@ -1,4 +1,4 @@
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/* NetHack 3.6 decl.h $NHDT-Date: 1496531104 2017/06/03 23:05:04 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.82 $ */
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/* NetHack 3.6 decl.h $NHDT-Date: 1547025154 2019/01/09 09:12:34 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.147 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Michael Allison, 2007. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -247,9 +247,10 @@ E NEARDATA struct obj *migrating_objs;
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E NEARDATA struct obj *billobjs;
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E NEARDATA struct obj *current_wand, *thrownobj, *kickedobj;
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E NEARDATA struct obj zeroobj; /* for init; &zeroobj used as special value */
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E NEARDATA const struct obj zeroobj; /* for init; also, &zeroobj is used
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* as special value */
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E NEARDATA anything zeroany; /* init'd and defined in decl.c */
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E NEARDATA const anything zeroany; /* init'd and defined in decl.c */
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#include "you.h"
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E NEARDATA struct you u;
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@@ -261,7 +262,7 @@ E NEARDATA struct u_realtime urealtime;
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#include "pm.h"
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#endif
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E NEARDATA struct monst zeromonst; /* for init of new or temp monsters */
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E NEARDATA const struct monst zeromonst; /* for init of new or temp monsters */
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E NEARDATA struct monst youmonst; /* monster details when hero is poly'd */
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E NEARDATA struct monst *mydogs, *migrating_mons;
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