(coun): Last access used to report last login time.
Counter-intuitive. Report last connection time range instead. Unfortunately, this requires a change in output format. (coun): Report on all countries even to mortals. This used to be done, and was most probably changed because it gave away too much information. Carefully limit the information given to mortals, as follows. Limit last access information to whether deities or allies are logged on right now, no longer report connection time for deities that are not logged on. Remove column time for mortals, rename it to BTU for deities. Report status, but with less detail if HIDDEN is enabled.
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3 changed files with 68 additions and 46 deletions
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@ -4,15 +4,30 @@
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.SY "country <NATS>"
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.SY "country <NATS>"
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The country command displays status of the countries you specify.
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The country command displays status of the countries you specify.
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.s1
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.s1
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Unless you are a deity, the country command will report only on
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.EX country *
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deity countries.
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.NF
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Sat Oct 15 20:54:30 2005
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# last access status name
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0 Now logged on DEITY POGO
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1 Now logged on Active Khazad'ur
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2 Unknown Active Spectre
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3 Unknown Sanctuary 3
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4 Unknown Sanctuary 4
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5 Unknown Visitor visitor
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.FI
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.s1
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Deities get more information:
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.s1
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.s1
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.EX country *
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.EX country *
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.NF
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.NF
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Thu Jan 21 07:14:12 1993
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Sat Oct 15 20:54:30 2005
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# last access time status country name
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# last access BTU status name
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0 Now logged on [512] DEITY The_Scum
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0 Now logged on 640 DEITY POGO
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1 Wed Jan 20 23:07 [512] Active Khazad'ur
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1 Now logged on 480 Active Khazad'ur
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2 Thu Jan 21 07:00 [511] Active Spectre
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2 Sat Oct 15 17:56 - Sat Oct 15 18:11 638 Active Spectre
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3 Never logged on 640 Sanctuary 3
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4 Never logged on 640 Sanctuary 4
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5 Sat Oct 15 20:08 - ? 640 Visitor visitor
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.FI
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.FI
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.s1
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.SA "players, Communication, Playing"
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.SA "players, Communication, Playing"
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@ -5,11 +5,12 @@
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The following commands are restricted when the HIDDEN option is
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The following commands are restricted when the HIDDEN option is
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in play:
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in play:
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.NF
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.NF
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power: Displays your own power only; other nations never show up.
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report: Reports on contacted countries only, and no status.
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relations: Reports on contacted countries only.
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newspaper: Reports on contacted countries only, except for headlines.
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accept: Will only display contacted countries.
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accept: Will only display contacted countries.
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country: Discloses less detailed status of active countries.
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newspaper: Reports on contacted countries only, except for headlines.
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power: Displays your own power only; other nations never show up.
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relations: Reports on contacted countries only.
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report: Reports on contacted countries only, and no status.
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.FI
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.FI
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.s1
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.s1
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Commands to interact with other countries, like telegram, work only
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Commands to interact with other countries, like telegram, work only
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@ -35,5 +36,5 @@ If the LOSE_CONTACT option is in play, contact is lost after three
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update of no contact. Contact can be maintained by the same methods described
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update of no contact. Contact can be maintained by the same methods described
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above. It's important to note, however, that contact is retained by RECEIVING
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above. It's important to note, however, that contact is retained by RECEIVING
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a telegram, not sending one.
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a telegram, not sending one.
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.s1
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.SA "Options, Server"
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.SA "Options, Server"
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@ -41,52 +41,57 @@
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#include <fcntl.h>
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#include <fcntl.h>
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#include <ctype.h>
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#include <ctype.h>
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#include "commands.h"
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#include "commands.h"
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#include "optlist.h"
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static void coun_header(void);
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static void coun_list(struct natstr *natp);
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static void coun_list(natid cn, struct natstr *natp);
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int
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int
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coun(void)
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coun(void)
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{
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{
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struct nstr_item ni;
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struct nstr_item ni;
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struct natstr nat;
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struct natstr nat;
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int first;
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if (!snxtitem(&ni, EF_NATION, player->argp[1]))
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if (!snxtitem(&ni, EF_NATION, player->argp[1]))
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return RET_SYN;
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return RET_SYN;
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first = 1;
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prdate();
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pr(" # last access %sstatus country name\n",
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player->god ? "BTU " : "");
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while (nxtitem(&ni, &nat)) {
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while (nxtitem(&ni, &nat)) {
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if ((nat.nat_stat & STAT_INUSE) == 0)
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if ((nat.nat_stat & STAT_INUSE) == 0)
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continue;
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continue;
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if (((nat.nat_stat & GOD) != GOD) && !player->god)
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coun_list(&nat);
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continue;
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if (first) {
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coun_header();
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first = 0;
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}
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coun_list((natid)ni.cur, &nat);
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}
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}
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return RET_OK;
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return RET_OK;
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}
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}
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static void
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static void
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coun_header(void)
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coun_list(struct natstr *natp)
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{
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{
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prdate();
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char *status;
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pr(" # last access time\tstatus\t\t country name\n");
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}
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static void
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coun_list(natid cn, struct natstr *natp)
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{
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s_char *status;
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struct sctstr sect;
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struct sctstr sect;
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natid cn = natp->nat_cnum;
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if (getplayer(cn))
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pr("%3d ", cn);
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pr("%3d %-16.16s [%d]", cn, " Now logged on", natp->nat_btu);
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else
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if (getplayer(cn)
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pr("%3d %-16.16s [%d]", cn, ctime(&natp->nat_last_login),
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&& (player->god
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natp->nat_btu);
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|| (natp->nat_stat & STAT_GOD)
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|| cn == player->cnum || getrel(natp, player->cnum) == ALLIED))
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pr(" Now logged on ");
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else if (player->god) {
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if (natp->nat_last_login == 0)
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pr(" Never logged on ");
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else {
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pr("%.16s - ", ctime(&natp->nat_last_login));
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pr("%-16.16s",
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natp->nat_last_login <= natp->nat_last_logout
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? ctime(&natp->nat_last_logout) : "?");
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}
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} else
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pr(" Unknown ");
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if (player->god)
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pr(" %4d", natp->nat_btu);
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if (natp->nat_stat & STAT_GOD)
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if (natp->nat_stat & STAT_GOD)
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status = "DEITY";
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status = "DEITY";
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else if (natp->nat_stat & STAT_SANCT)
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else if (natp->nat_stat & STAT_SANCT)
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status = "Sanctuary";
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status = "Sanctuary";
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else if (natp->nat_stat & STAT_NORM) {
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else if (natp->nat_stat & STAT_NORM) {
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getsect(natp->nat_xcap, natp->nat_ycap, §);
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status = "Active";
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if (sect.sct_own != cn ||
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if (!opt_HIDDEN || player->god) {
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(sect.sct_type != SCT_CAPIT && sect.sct_type != SCT_MOUNT))
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getsect(natp->nat_xcap, natp->nat_ycap, §);
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status = "In flux";
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if (sect.sct_own != cn ||
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else if (natp->nat_money < 0)
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(sect.sct_type != SCT_CAPIT && sect.sct_type != SCT_MOUNT))
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status = "Broke";
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status = "In flux";
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else
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else if (natp->nat_money < 0)
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status = "Active";
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status = "Broke";
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}
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} else {
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} else {
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status = "Visitor";
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status = "Visitor";
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}
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}
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pr("\t%-9.9s\t %s\n", status, natp->nat_cnam);
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pr(" %-9.9s %s\n", status, natp->nat_cnam);
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}
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}
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