* too. Then do a null motion to get new description. */
RSPEAK(BARE_HANDS_QUERY);
GETIN(input, &WD1, &WD1X, &WD2, &WD2X);
- if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
+ if (WD1 != MAKEWD(WORD_YINIT) && WD1 != MAKEWD(WORD_YES))
return GO_CHECKFOO;
PSPEAK(DRAGON, 3);
game.prop[DRAGON] = 1;
switch (part) {
case intransitive:
- if (WD2 > 0 && verb != SAY) return (2800);
+ if (WD2 > 0 && verb != SAY)
+ return GO_WORD2;
if (verb == SAY)obj = WD2;
if (obj == 0 || obj == INTRANSITIVE) {
/* Analyse an intransitive verb (ie, no object given yet). */