game.prop[i] < 0)
continue;
int mi = game.prop[i];
- /* FIXME: Weird magic on object states */
+ /* (ESR) Some unpleasant magic on object states here. Ideally
+ * we'd have liked the bird to be a normal object that we can
+ * use state_change() on; can't do it, because there are
+ * actually two different series of per-state birdsounds
+ * depending on whether player has drunk dragon's blood. */
if (i == BIRD)
mi += 3 * game.blooded;
long packed_zzword = token_to_packed(game.zzword);