* lamp give out. When it gets close, we come here to warn him.
* First following arm checks if the lamp and fresh batteries are
* here, in which case we replace the batteries and continue.
- * Second is for other cases of lamp dying. Eve after it goes
+ * Second is for other cases of lamp dying. Even after it goes
* out, he can explore outside for a while if desired. */
if (game.limit <= WARNTIME) {
if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
if (!get_command_input(&command))
return false;
-Lclosecheck:
++game.turns;
if (closecheck()) {
return true;
case GO_TOP:
continue; /* back to top of main interpreter loop */
- case GO_CHECKFOO:
- goto Lclosecheck;
case GO_LOOKUP:
goto Lookup;
case GO_WORD2: