-/* I think most of this avoidance was caused by overlay scheme.
- Let's see what happens if all events can occur here */
-
-// double asave;
- ididit = 1;
-#if 0
- /* Don't worry about this */
- if (future[FTBEAM] <= game.state.date+Time && game.state.remcom != 0 && condit != IHDOCKED) {
- /* We are about to be tractor beamed -- operation fails */
- return 1;
- }
-#endif
-// asave = future[FSNOVA];
-// future[FSNOVA] = FOREVER; /* defer supernovas */
- events(); /* Used to avoid if future[FSCMOVE] within time */
-// future[FSNOVA] = asave;
- /*fails if game over, quadrant super-novas or we've moved to new quadrant*/
- if (alldone || game.state.galaxy[quadx][quady].supernova || justin != 0) return 1;
- return 0;