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Actually ue typedefs for obj_data, char_data and descriptor_data.
Some linting in a couple of files. Massive commit...
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@@ -65,7 +65,7 @@ void add_var(struct trig_var_data **var_list, const char *name, const char *valu
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}
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/* perhaps not the best place for this, but I didn't want a new file */
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char *skill_percent(struct char_data *ch, char *skill)
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char *skill_percent(char_data *ch, char *skill)
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{
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static char retval[16];
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int skillnum;
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@@ -120,7 +120,7 @@ int item_in_list(char *item, obj_data *list)
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/* BOOLEAN return, just check if a player or mob has an item of any sort,
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* searched for by name or id. Searching equipment as well as inventory, and
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* containers. Jamie Nelson */
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int char_has_item(char *item, struct char_data *ch)
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int char_has_item(char *item, char_data *ch)
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{
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/* If this works, no more searching needed */
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@@ -133,7 +133,7 @@ int char_has_item(char *item, struct char_data *ch)
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return 1;
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}
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static int handle_oset(struct obj_data * obj, char * argument)
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static int handle_oset(obj_data * obj, char * argument)
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{
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int i = 0;
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bool found = FALSE;
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@@ -141,7 +141,7 @@ static int handle_oset(struct obj_data * obj, char * argument)
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struct oset_handler {
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const char * type;
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bool (* name)(struct obj_data *, char *);
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bool (* name)(obj_data *, char *);
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} handler[] = {
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{ "alias", oset_alias },
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{ "apply", oset_apply },
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@@ -553,10 +553,10 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig,
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in_room = real_room(((struct room_data *) go)->number);
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break;
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case OBJ_TRIGGER:
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in_room = obj_room((struct obj_data *) go);
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in_room = obj_room((obj_data *) go);
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break;
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case MOB_TRIGGER:
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in_room = IN_ROOM((struct char_data *)go);
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in_room = IN_ROOM((char_data *)go);
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break;
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}
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if (in_room == NOWHERE) {
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