* game.prop < 0 and stash them. This way objects won't be
* described until they've been picked up and put down
* separate from their respective piles. */
- if (game.objects[OYSTER].prop < 0 && TOTING(OYSTER))
+ if ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER))
pspeak(OYSTER, look, true, 1);
for (size_t i = 1; i <= NOBJECTS; i++) {
- if (TOTING(i) && game.objects[i].prop < 0)
+ if (TOTING(i) && (PROP_IS_NOTFOUND(i) || PROP_IS_STASHED(i)))
game.objects[i].prop = PROP_STASHED(i);
}
}