case CHAIN:
if (valgame->prop[obj] == 2) // There are multiple different states, but it's convenient to clump them together
continue;
+ /* FALLTHRU */
case BEAR:
if (valgame->prop[BEAR] == CONTENTED_BEAR || valgame->prop[BEAR] == BEAR_DEAD)
continue;
+ /* FALLTHRU */
default:
return false;
}