* section 6's stuff. CTEXT(N) points to a player-class message. TTEXT is for
* section 14. We also clear COND (see description of section 9 for details). */
- for (int I=1; I<=300; I++) {
- if(I <= NOBJECTS) PTEXT[I] = 0;
- if(I <= RTXSIZ) RTEXT[I] = 0;
- if(I <= CLSMAX) CTEXT[I] = 0;
- if(I <= NOBJECTS) OBJSND[I] = 0;
- if(I <= NOBJECTS) OBJTXT[I] = 0;
- if(I > LOCSIZ) break;
+ for (int I=1; I<=NOBJECTS; I++) {
+ PTEXT[I] = 0;
+ OBJSND[I] = 0;
+ OBJTXT[I] = 0;
+ }
+ for (int I=1; I<=RTXSIZ; I++) {
+ RTEXT[I] = 0;
+ }
+ for (int I=1; I<=CLSMAX; I++) {
+ CTEXT[I] = 0;
+ }
+ for (int I=1; I<=LOCSIZ; I++) {
STEXT[I] = 0;
LTEXT[I] = 0;
COND[I] = 0;