6 #define EXTERN extern
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13 #define ndevice (15) // Number of devices
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14 #define phasefac (2.0)
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15 #define PLNETMAX (10)
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19 int x; /* Quadrant location of planet */
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21 int pclass; /* class M, N, or O (1, 2, or 3) */
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22 int crystals; /* has crystals */
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23 int known; /* =1 contents known, =2 shuttle on this planet */
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27 int snap, // snapshot taken
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28 remkl, // remaining klingons
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29 remcom, // remaining commanders
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30 rembase, // remaining bases
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31 starkl, // destroyed stars
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32 basekl, // destroyed bases
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33 killk, // Klingons killed
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34 killc, // commanders killed
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35 galaxy[9][9], // The Galaxy (subscript 0 not used)
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36 cx[11],cy[11], // Commander quadrant coordinates
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37 baseqx[6], // Base quadrant X
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38 baseqy[6], // Base quadrant Y
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39 newstuf[9][9], // Extended galaxy goodies
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40 isx, isy, // Coordinate of Super Commander
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41 nscrem, // remaining super commanders
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42 nromkl, // Romulans killed
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43 nromrem, // Romulans remaining
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44 nsckill, // super commanders killed
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45 nplankl; // destroyed planets
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46 PLANETS plnets[PLNETMAX+1]; // Planet information
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47 double date, // stardate
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48 remres, // remaining resources
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49 remtime; // remaining time
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50 } state, snapsht; // Data that is snapshot
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52 // Scalar variables that are needed for freezing the game
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53 // are placed in a structure. #defines are used to access by their
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54 // original names. Gee, I could have done this with the d structure,
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55 // but I just didn't think of it back when I started.
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57 EXTERN struct foo2 {
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58 char quad[11][11]; // contents of our quadrant
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148 #define inkling frozen.inkling // Initial number of klingons
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149 #define inbase frozen.inbase // Initial number of bases
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150 #define incom frozen.incom // Initian number of commanders
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151 #define instar frozen.instar // Initial stars
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152 #define intorps frozen.intorps // Initial/Max torpedoes
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153 #define condit frozen.condit // Condition (red, yellow, green docked)
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154 #define torps frozen.torps // number of torpedoes
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155 #define ship frozen.ship // Ship type -- 'E' is Enterprise
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156 #define quadx frozen.quadx // where we are
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157 #define quady frozen.quady //
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158 #define sectx frozen.sectx // where we are
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159 #define secty frozen.secty //
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160 #define length frozen.length // length of game
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161 #define skill frozen.skill // skill level
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162 #define basex frozen.basex // position of base in current quad
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163 #define basey frozen.basey //
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164 #define klhere frozen.klhere // klingons here
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165 #define comhere frozen.comhere // commanders here
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166 #define casual frozen.casual // causalties
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167 #define nhelp frozen.nhelp // calls for help
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168 #define nkinks frozen.nkinks //
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169 #define ididit frozen.ididit // Action taken -- allows enemy to attack
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170 #define gamewon frozen.gamewon // Finished!
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171 #define alive frozen.alive // We are alive (not killed)
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172 #define justin frozen.justin // just entered quadrant
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173 #define alldone frozen.alldone // game is now finished
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174 #define shldchg frozen.shldchg // shield is changing (affects efficiency)
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175 #define thingx frozen.thingx // location of strange object in galaxy
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176 #define thingy frozen.thingy //
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177 #define plnetx frozen.plnetx // location of planet in quadrant
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178 #define plnety frozen.plnety //
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179 #define inorbit frozen.inorbit // orbiting
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180 #define landed frozen.landed // party on planet (1), on ship (-1)
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181 #define iplnet frozen.iplnet // planet # in quadrant
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182 #define imine frozen.imine // mining
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183 #define inplan frozen.inplan // initial planets
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184 #define nenhere frozen.nenhere // Number of enemies in quadrant
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185 #define ishere frozen.ishere // Super-commander in quandrant
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186 #define neutz frozen.neutz // Romulan Neutral Zone
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187 #define irhere frozen.irhere // Romulans in quadrant
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188 #define icraft frozen.icraft // Kirk in Galileo
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189 #define ientesc frozen.ientesc // Attempted escape from supercommander
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190 #define iscraft frozen.iscraft // =1 if craft on ship, -1 if removed from game
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191 #define isatb frozen.isatb // =1 if SuperCommander is attacking base
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192 #define iscate frozen.iscate // Super Commander is here
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194 #define idebug frozen.idebug // Debug mode
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196 #define iattak frozen.iattak // attack recursion elimination (was cracks[4])
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197 #define icrystl frozen.icrystl // dilithium crystals aboard
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198 #define tourn frozen.tourn // Tournament number
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199 #define thawed frozen.thawed // Thawed game
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200 #define batx frozen.batx // Base coordinates being attacked
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201 #define baty frozen.baty //
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202 #define ithere frozen.ithere // Tholean is here
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203 #define ithx frozen.ithx // coordinates of tholean
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204 #define ithy frozen.ithy
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205 #define iseenit frozen.iseenit // Seen base attack report
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206 #define inresor frozen.inresor // initial resources
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207 #define intime frozen.intime // initial time
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208 #define inenrg frozen.inenrg // Initial/Max Energy
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209 #define inshld frozen.inshld // Initial/Max Shield
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210 #define inlsr frozen.inlsr // initial life support resources
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211 #define indate frozen.indate // Initial date
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212 #define energy frozen.energy // Energy level
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213 #define shield frozen.shield // Shield level
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214 #define shldup frozen.shldup // Shields are up
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215 #define warpfac frozen.warpfac // Warp speed
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216 #define wfacsq frozen.wfacsq // squared warp factor
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217 #define lsupres frozen.lsupres // life support reserves
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218 #define dist frozen.dist // movement distance
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219 #define direc frozen.direc // movement direction
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220 #define Time frozen.Time // time taken by current operation
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221 #define docfac frozen.docfac // repair factor when docking (constant?)
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222 #define resting frozen.resting // rest time
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223 #define damfac frozen.damfac // damage factor
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224 #define stdamtim frozen.stdamtim // time that star chart was damaged
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225 #define cryprob frozen.cryprob // probability that crystal will work
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226 #define probex frozen.probex // location of probe
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227 #define probey frozen.probey
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228 #define probecx frozen.probecx // current probe quadrant
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229 #define probecy frozen.probecy
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230 #define probeinx frozen.probeinx // Probe x,y increment
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231 #define probeiny frozen.probeiny
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232 #define proben frozen.proben // number of moves for probe
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233 #define isarmed frozen.isarmed // Probe is armed
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234 #define nprobes frozen.nprobes // number of probes available
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237 kx[21], // enemy sector locations
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239 starch[9][9]; // star chart
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241 EXTERN int fromcommandline; // Game start from command line options
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244 EXTERN char passwd[10], // Self Destruct password
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245 *device[ndevice+1];
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247 EXTERN PLANETS nulplanet; // zeroed planet structure
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250 kpower[21], // enemy energy levels
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251 kdist[21], // enemy distances
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252 kavgd[21], // average distances
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253 damage[ndevice+1], // damage encountered
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254 future[NEVENTS+1]; // future events
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256 EXTERN int iscore, iskill; // Common PLAQ
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257 EXTERN double perdate;
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259 typedef enum {FWON, FDEPLETE, FLIFESUP, FNRG, FBATTLE,
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260 FNEG3, FNOVA, FSNOVAED, FABANDN, FDILITHIUM,
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261 FMATERIALIZE, FPHASER, FLOST, FMINING, FDPLANET,
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262 FPNOVA, FSSC, FSTRACTOR, FDRAY, FTRIBBLE,
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266 EXTERN double aaitem;
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267 EXTERN char citem[10];
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270 /* Define devices */
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284 #define DDRAY 14 // Added deathray
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285 #define DDSP 15 // Added deep space probe
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287 /* Define future events */
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288 #define FSPY 0 // Spy event happens always (no future[] entry)
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289 // can cause SC to tractor beam Enterprise
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290 #define FSNOVA 1 // Supernova
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291 #define FTBEAM 2 // Commander tractor beams Enterprise
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292 #define FSNAP 3 // Snapshot for time warp
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293 #define FBATTAK 4 // Commander attacks base
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294 #define FCDBAS 5 // Commander destroys base
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295 #define FSCMOVE 6 // Supercommander moves (might attack base)
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296 #define FSCDBAS 7 // Supercommander destroys base
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297 #define FDSPROB 8 // Move deep space probe
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300 PLANETS nulplanet = {0};
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301 char *device[ndevice+1] = {
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330 #define IHBLANK ' '
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332 #define IHQUEST '?'
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337 #define IHGREEN 'G'
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338 #define IHYELLOW 'Y'
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340 #define IHDOCKED 'D'
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343 /* Function prototypes */
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352 void phasers(void);
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355 void doshield(int);
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367 void finish(FINTYPE);
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375 #define IHALPHA (1)
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380 void prout(char *s);
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381 void proutn(char *s);
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387 void cramlc(int, int, int);
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388 double expran(double);
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390 void iran8(int *, int *);
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391 void iran10(int *, int *);
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392 double square(double);
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393 void dropin(int, int*, int*);
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397 void ram(int, int, int, int);
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398 void crmena(int, int, int, int, int);
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399 void deadkl(int, int, int, int, int);
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402 void torpedo(double, double, int, int, double *);
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403 void cramf(double, int, int);
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404 void crami(int, int);
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407 void nova(int, int);
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408 void snova(int, int);
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410 void hittem(double *);
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411 void prouts(char *);
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413 void preport(void);
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418 void usecrystals(void);
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419 void shuttle(void);
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420 void deathray(void);
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421 void debugme(void);
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422 void attakreport(void);
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423 void movetho(void);
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