Addressed several compiler warnings.
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@@ -81,9 +81,7 @@ static EVENTFUNC(trig_wait_event);
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* a match.
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* @todo Move this function to string util library.
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* @param cs The string to search.
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* @param ct What to search for in cs.
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* @retval char * NULL if ct is not a substring of cs, or pointer to the
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* location in cs where substring ct begins. */
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* @param ct What to search for in cs. */
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char *str_str(char *cs, char *ct)
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{
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char *s, *t;
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@@ -114,9 +112,7 @@ char *str_str(char *cs, char *ct)
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}
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/** Returns the number of people in a room.
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* @param vnum The virtual number of a room.
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* @retval int Returns -1 if the room does not exist, or the total number of
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* PCs and NPCs in the room. */
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* @param vnum The virtual number of a room. */
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int trgvar_in_room(room_vnum vnum)
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{
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room_rnum rnum = real_room(vnum);
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@@ -139,8 +135,6 @@ int trgvar_in_room(room_vnum vnum)
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* @param name Either the unique id of an object or a string identifying the
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* object. Note the unique id must be prefixed with UID_CHAR.
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* @param list The list of objects to look through.
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* @retval obj_data * Pointer to the object if it is found in the list of
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* objects, NULL if the object is not found in the list.
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*/
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obj_data *get_obj_in_list(char *name, obj_data *list)
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{
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@@ -167,8 +161,6 @@ obj_data *get_obj_in_list(char *name, obj_data *list)
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* @param ch Pointer to the NPC/PC to search through.
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* @param name String describing either the name of the object or the unique
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* id of the object. Note the unique id must be prefixed with UID_CHAR.
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* @retval obj_data * Either a pointer to the first object found that matches
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* the name argument, or the NULL if the object isn't found.
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*/
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obj_data *get_object_in_equip(char_data * ch, char *name)
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{
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@@ -211,8 +203,6 @@ obj_data *get_object_in_equip(char_data * ch, char *name)
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* Byron Ellacott.
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* @param arg Either the name of the position, or the number of a wear
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* location definition to check for.
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* @retval int If arg is not a valid wear location name or number, return
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* -1, else return the defined number of the wear location.
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*/
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int find_eq_pos_script(char *arg)
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{
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@@ -256,7 +246,6 @@ int find_eq_pos_script(char *arg)
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/** Figures out if an object can be worn on a defined wear location.
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* @param obj The object to check.
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* @param pos The defined wear location to check.
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* @retval int TRUE if obj can be worn on pos, FALSE if not.
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*/
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int can_wear_on_pos(struct obj_data *obj, int pos)
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{
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@@ -285,8 +274,6 @@ int can_wear_on_pos(struct obj_data *obj, int pos)
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/** Search for an NPC or PC by number routines.
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* @param n The unique ID (PC or NPC) to look for.
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* @retval char_data * Pointer to the character structure if it exists, or NULL
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* if it cannot be found.
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*/
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struct char_data *find_char(long n)
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{
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@@ -298,8 +285,6 @@ struct char_data *find_char(long n)
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/** Search for an object by number routines.
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* @param n The unique ID to look for.
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* @retval obj_data * Pointer to the object if it exists, or NULL if it cannot
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* be found.
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*/
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static obj_data *find_obj(long n)
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{
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@@ -311,8 +296,6 @@ static obj_data *find_obj(long n)
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/* Search for a room with UID n.
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* @param n the Unique ID to look for.
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* @retval room_data * Pointer to the room if it exists, or NULL if it cannot
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* be found.
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*/
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static room_data *find_room(long n)
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{
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@@ -332,8 +315,7 @@ static room_data *find_room(long n)
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/* Generic searches based only on name. */
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/** Search the entire world for an NPC or PC by name.
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* @param name String describing the name or the unique id of the char.
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* Note the unique id must be prefixed with UID_CHAR.
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* @retval char_data * Pointer to the char or NULL if char is not found. */
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* Note the unique id must be prefixed with UID_CHAR. */
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char_data *get_char(char *name)
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{
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char_data *i;
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@@ -359,9 +341,7 @@ char_data *get_char(char *name)
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* @param obj An object that will constrain the search to the location that
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* the object is in *if* the name argument is not a unique id.
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* @param name Character name keyword to search for, or unique ID. Unique
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* id must be prefixed with UID_CHAR.
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* @retval char_data * Pointer to the the char if found, NULL if not. Will
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* only find god characters if DG_ALLOW_GODS is on. */
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* id must be prefixed with UID_CHAR. */
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char_data *get_char_near_obj(obj_data *obj, char *name)
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{
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char_data *ch;
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@@ -389,9 +369,7 @@ char_data *get_char_near_obj(obj_data *obj, char *name)
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* @param room A room that will constrain the search to that location
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* *if* the name argument is not a unique id.
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* @param name Character name keyword to search for, or unique ID. Unique
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* id must be prefixed with UID_CHAR.
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* @retval char_data * Pointer to the the char if found, NULL if not. Will
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* only find god characters if DG_ALLOW_GODS is on. */
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* id must be prefixed with UID_CHAR. */
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char_data *get_char_in_room(room_data *room, char *name)
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{
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char_data *ch;
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@@ -416,8 +394,7 @@ char_data *get_char_in_room(room_data *room, char *name)
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* @param obj The obj with which to constrain the search.
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* @param name The keyword of the object to search for. If 'self' or 'me'
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* are passed in as arguments, obj is returned. Can also be a unique object
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* id, and if so it must be prefixed with UID_CHAR.
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* @retval obj_data * Pointer to the object if found, NULL if not. */
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* id, and if so it must be prefixed with UID_CHAR. */
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obj_data *get_obj_near_obj(obj_data *obj, char *name)
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{
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obj_data *i = NULL;
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@@ -2958,7 +2935,7 @@ struct lookup_table_t {
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void * c;
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struct lookup_table_t *next;
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};
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struct lookup_table_t lookup_table[BUCKET_COUNT];
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static struct lookup_table_t lookup_table[BUCKET_COUNT];
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void init_lookup_table(void)
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{
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