On Fri, 30 Jan 1998, jimmy wrote:
1 (function)
> for (j = object_list; j; j = next_thing) {
2 (for)
> /* If this is a corpse */
> if ((GET_OBJ_TYPE(j) == ITEM_CONTAINER) && GET_OBJ_VAL(j, 3)) {
3 (if corpse)
> if (!GET_OBJ_TIMER(j)) {
4 (if not timer)
> if (j->carried_by)
> act("$p decays in your hands.", FALSE, j->carried_by, j, 0, TO_CHAR);
> else if ((j->in_room != NOWHERE) && (world[j->in_room].people)) {
5 (not nowhere)
> }
4 end (not nowhere)
> for (jj = j->contains; jj; jj = next_thing2) {
5 (for contains)
> }
4 end (for contains)
> }
3 end (not timer)
We are now right beneath the 'if corpse' check.
> if (GET_OBJ_VNUM(j) == 31)
> {
4
So at this point we're assuming 'if corpse' && 'obj # = 31'
>}
>}
>}
>}
Which would account for your spare }'s.
--
George Greer - Me@Null.net | Genius may have its limitations, but stupidity
http://www.van.ml.org/~greerga | is not thus handicapped. -- Elbert Hubbard
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