* We'll allow this maxdie times. NDEATHS is automatically set based
* on the number of snide messages available. Each death results in
* a message (obituaries[n]) which offers reincarnation; if accepted,
- * this results in message obituaries[0], obituaries[2], etc. The
- * last time, if he wants another chance, he gets a snide remark as
- * we exit. When reincarnated, all objects being carried get dropped
- * at game.oldlc2 (presumably the last place prior to being killed)
- * without change of props. The loop runs backwards to assure that
+ * this results in message obituaries[0], obituaries[2], etc. The
+ * last time, if he wants another chance, he gets a snide remark as
+ * we exit. When reincarnated, all objects being carried get dropped
+ * at game.oldlc2 (presumably the last place prior to being killed)
+ * without change of props. The loop runs backwards to assure that
* the bird is dropped before the cage. (This kluge could be changed
- * once we're sure all references to bird and cage are done by
- * keywords.) The lamp is a special case (it wouldn't do to leave it
- * in the cave). It is turned off and left outside the building (only
- * if he was carrying it, of course). He himself is left inside the
- * building (and heaven help him if he tries to xyzzy back into the
+ * once we're sure all references to bird and cage are done by
+ * keywords.) The lamp is a special case (it wouldn't do to leave it
+ * in the cave). It is turned off and left outside the building (only
+ * if he was carrying it, of course). He himself is left inside the
+ * building (and heaven help him if he tries to xyzzy back into the
* cave without the lamp!). game.oldloc is zapped so he can't just
* "retreat". */