-void clear_command(command_t *cmd)
-{
- cmd->verb = ACT_NULL;
- game.oldobj = cmd->obj;
- cmd->obj = NO_OBJECT;
-}
-
-void close_cleanup_before_command(void)
-/* If closing time, check for any objects being toted with
- * game.prop < 0 and stash them. This way objects won't be
- * described until they've been picked up and put down
- * separate from their respective piles. */
-{
- if (game.closed) {
- if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
- pspeak(OYSTER, look, true, 1);
- for (size_t i = 1; i <= NOBJECTS; i++) {
- if (TOTING(i) && game.prop[i] < 0)
- game.prop[i] = STASHED(i);
- }
- }
-}
-