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Remove odd code from kandmark, gomoku.
* lisp/play/landmark.el (lm-prompt-for-move): * lisp/play/gomoku.el (gomoku-prompt-for-move): Remove nonsensical code.
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@ -2,6 +2,9 @@
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* obsolete/lucid.el: Don't warn about any CL functions in this file.
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* play/landmark.el (lm-prompt-for-move):
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* play/gomoku.el (gomoku-prompt-for-move): Remove nonsensical code.
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* progmodes/idlw-complete-structtag.el: Remove unused dec `name'.
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* progmodes/idlwave.el (idlwave-routine-entry-compare-twins)
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@ -929,11 +929,7 @@ If the game is finished, this command requests for another game."
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"Display a message asking for Human's move."
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(message (if (zerop gomoku-number-of-human-moves)
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"Your move? (Move to a free square and hit X, RET ...)"
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"Your move?"))
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;; This may seem silly, but if one omits the following line (or a similar
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;; one), the cursor may very well go to some place where POINT is not.
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;; FIXME: this can't be right!! --Stef
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(save-excursion (set-buffer (other-buffer))))
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"Your move?")))
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(defun gomoku-prompt-for-other-game ()
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"Ask for another game, and start it."
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@ -826,11 +826,7 @@ If the game is finished, this command requests for another game."
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"Display a message asking for Human's move."
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(message (if (zerop lm-number-of-human-moves)
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"Your move? (move to a free square and hit X, RET ...)"
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"Your move?"))
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;; This may seem silly, but if one omits the following line (or a similar
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;; one), the cursor may very well go to some place where POINT is not.
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;; FIXME: this can't be right!! --Stef
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(save-excursion (set-buffer (other-buffer))))
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"Your move?")))
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(defun lm-prompt-for-other-game ()
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"Ask for another game, and start it."
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