DKNIGHT_CHAO	magic.c	/^#define DKNIGHT_CHAO( ch )                        /
HASH_KEY	hunt.c	/^#define	HASH_KEY(ht,key)((((unsigned int)(key))*17/
KEY	db.c	/^#define KEY( literal, field, value )              /
Mcomm	comm.c	/^int main( int argc, char **argv )$/
SKEY	db.c	/^#define SKEY( string, field )                     /
SLOT	const.c	/^#define SLOT(n) n$/
__attribute	comm.c	/^#define __attribute(x)$/
_hash_enter	hunt.c	/^void _hash_enter(struct hash_header *ht,int key,vo/
act	comm.c	/^void act (const char *format, CHAR_DATA *ch, const/
act_bit_name	handler.c	/^char *act_bit_name( int act_flags )$/
act_name_bit	bit.c	/^int act_name_bit( char* buf )$/
act_new	comm.c	/^void act_new( const char *format, CHAR_DATA *ch, c/
ad_surge	fight.c	/^void ad_surge( CHAR_DATA *ch )$/
add_follower	act_comm.c	/^void add_follower( CHAR_DATA *ch, CHAR_DATA *maste/
advance_level	update.c	/^void advance_level( CHAR_DATA *ch, char *argument /
affect_bit_name	handler.c	/^char *affect_bit_name( int vector )$/
affect_join	handler.c	/^void affect_join( CHAR_DATA *ch, AFFECT_DATA *paf /
affect_loc_name	handler.c	/^char *affect_loc_name( int location )$/
affect_modify	handler.c	/^void affect_modify( CHAR_DATA *ch, AFFECT_DATA *pa/
affect_name_bit	bit.c	/^int affect_name_bit( char* buf )$/
affect_name_loc	bit.c	/^int affect_name_loc( char* name )$/
affect_remove	handler.c	/^void affect_remove( CHAR_DATA *ch, AFFECT_DATA *pa/
affect_remove_obj	handler.c	/^void affect_remove_obj( OBJ_DATA *obj, AFFECT_DATA/
affect_strip	handler.c	/^void affect_strip( CHAR_DATA *ch, int sn )$/
affect_strip_obj	handler.c	/^void affect_strip_obj( CHAR_DATA *ch, AFFECT_DATA /
affect_to_char	handler.c	/^void affect_to_char( CHAR_DATA *ch, AFFECT_DATA *p/
affect_to_char_obj	handler.c	/^void affect_to_char_obj( CHAR_DATA *ch, AFFECT_DAT/
affect_to_obj	handler.c	/^void affect_to_obj(OBJ_DATA *obj, AFFECT_DATA *paf/
affects_modifier	magic2.c	/^int affects_modifier( CHAR_DATA *ch, int sn )$/
aggr_update	update.c	/^void aggr_update( void )$/
alloc_mem	db.c	/^void *alloc_mem( int sMem )$/
alloc_perm	db.c	/^void *alloc_perm( int sMem )$/
ansi_strcat	act_info.c	/^void ansi_strcat( CHAR_DATA *ch, char *buf, const /
ap_looted	clan.c	/^void ap_looted ( CHAR_DATA *ch, int clan, int ap )/
append_file	db.c	/^void append_file( CHAR_DATA *ch, char *file, char /
apply_ac	handler.c	/^int apply_ac( OBJ_DATA *obj, int iWear, int type )/
area_update	db.c	/^void area_update( void )$/
arg_count	string.c	/^int arg_count( char *argument )$/
bcopy	hunt.c	/^void bcopy(register char *s1,register char *s2,int/
bind_connect	authid.c	/^int     bind_connect(s, local, remote, length)$/
bite_attack	fight.c	/^void bite_attack( CHAR_DATA *ch, CHAR_DATA *victim/
blink_char	magic.c	/^int blink_char( CHAR_DATA *ch, int door )$/
boot_db	db.c	/^void boot_db( void )$/
bstab_dam	fight.c	/^void bstab_dam(CHAR_DATA *ch, CHAR_DATA *victim)$/
bug	db.c	/^void bug( const char *str, int param )$/
building_lookup	handler.c	/^int building_lookup (const char *name)$/
burn	fight.c	/^void burn( CHAR_DATA *ch, CHAR_DATA *victim, int d/
bzero	hunt.c	/^void bzero(register char *sp,int len)$/
calculate_fee	clan.c	/^int calculate_fee ( int num )$/
can_carry_n	handler.c	/^int can_carry_n( CHAR_DATA *ch )$/
can_carry_w	handler.c	/^int can_carry_w( CHAR_DATA *ch )$/
can_drop_obj	handler.c	/^bool can_drop_obj( CHAR_DATA *ch, OBJ_DATA *obj )$/
can_hear	act_info.c	/^bool can_hear( CHAR_DATA *ch, CHAR_DATA *victim )$/
can_kill_in_war	handler.c	/^bool can_kill_in_war(CHAR_DATA *ch, CHAR_DATA *vic/
can_loot	act_obj.c	/^bool can_loot(CHAR_DATA *ch, OBJ_DATA *obj)$/
can_see	handler.c	/^bool can_see( CHAR_DATA *ch, CHAR_DATA *victim )$/
can_see_obj	handler.c	/^bool can_see_obj( CHAR_DATA *ch, OBJ_DATA *obj )$/
can_see_room	handler.c	/^bool can_see_room( CHAR_DATA *ch, ROOM_INDEX_DATA /
capitalize	db.c	/^char *capitalize( const char *str )$/
center_string	string.c	/^char * center_string ( char *argument, int length /
changeatype	act_comm.c	/^void changeatype( CHAR_DATA *ch, int atype, int am/
char_from_room	handler.c	/^void char_from_room( CHAR_DATA *ch )$/
char_to_room	handler.c	/^void char_to_room( CHAR_DATA *ch, ROOM_INDEX_DATA /
char_update	update.c	/^void char_update( void )$/
check_anticipation	fight.c	/^bool check_anticipation ( CHAR_DATA *ch, CHAR_DATA/
check_assist	fight.c	/^void check_assist(CHAR_DATA *ch,CHAR_DATA *victim)/
check_blessings	fight.c	/^bool check_blessings ( CHAR_DATA *ch, CHAR_DATA *v/
check_blind	act_info.c	/^bool check_blind( CHAR_DATA *ch )$/
check_block	fight.c	/^int check_block ( CHAR_DATA *ch, CHAR_DATA *victim/
check_can_kill_in_war	war.c	/^bool check_can_kill_in_war (int team, int charleve/
check_counter	fight.c	/^bool check_counter( CHAR_DATA *ch, CHAR_DATA *vict/
check_dispel	magic.c	/^bool check_dispel( int dis_level, CHAR_DATA *victi/
check_disrupt	harp.c	/^bool check_disrupt (CHAR_DATA *ch)$/
check_dodge	fight.c	/^bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim/
check_feint	fight.c	/^bool check_feint ( CHAR_DATA *ch, CHAR_DATA *victi/
check_for_kill	fight.c	/^bool check_for_kill( CHAR_DATA *ch, CHAR_DATA *vic/
check_hero_level	update.c	/^void check_hero_level( CHAR_DATA *ch )$/
check_immune	handler.c	/^int check_immune(CHAR_DATA *ch, int dam_type)$/
check_improve	skills.c	/^void check_improve( CHAR_DATA *ch, int sn, bool su/
check_improve2	skills.c	/^void check_improve2(CHAR_DATA *ch,int sn,bool succ/
check_killer	fight.c	/^void check_killer( CHAR_DATA *ch, CHAR_DATA *victi/
check_object	update.c	/^bool check_object( OBJ_DATA *obj )$/
check_parry	fight.c	/^bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim/
check_parse_mobname	comm.c	/^bool check_parse_mobname( char *name )$/
check_parse_name	comm.c	/^bool check_parse_name( char *name )$/
check_playing	comm.c	/^bool check_playing( DESCRIPTOR_DATA *d, char *name/
check_reconnect	comm.c	/^bool check_reconnect( DESCRIPTOR_DATA *d, char *na/
check_shield_block	fight.c	/^bool check_shield_block ( CHAR_DATA *ch, CHAR_DATA/
check_social	interp.c	/^bool check_social( CHAR_DATA *ch, char *command, c/
check_song	harp.c	/^int check_song ( CHAR_DATA *ch )$/
check_sting	fight.c	/^void check_sting ( CHAR_DATA *ch, CHAR_DATA *victi/
check_stomp	fight.c	/^void check_stomp ( CHAR_DATA *ch, CHAR_DATA *victi/
check_winwar	war.c	/^check_winwar()$/
clan_count_class	clan.c	/^bool clan_count_class ( int clan, char *class, int/
clan_lookup	handler.c	/^int clan_lookup(const char *name)$/
clan_reset	db.c	/^void clan_reset()$/
clan_update	update.c	/^void clan_update ( void )$/
clanbuy_building	clan.c	/^void clanbuy_building ( CHAR_DATA *ch, int buildin/
class_lookup	handler.c	/^int class_lookup (const char *name)$/
clear_char	db.c	/^void clear_char( CHAR_DATA *ch )$/
clone_mobile	db.c	/^void clone_mobile(CHAR_DATA *parent, CHAR_DATA *cl/
clone_object	db.c	/^void clone_object(OBJ_DATA *parent, OBJ_DATA *clon/
close_rmud	imc.c	/^void close_rmud( int desc )$/
close_socket	comm.c	/^void close_socket( DESCRIPTOR_DATA *dclose )$/
colorize	act_comm.c	/^void colorize( const char *str, char *buf, CHAR_DA/
comm_bit_name	handler.c	/^char *comm_bit_name(int comm_flags)$/
constriction_attack	fight.c	/^void constriction_attack( CHAR_DATA *ch, CHAR_DATA/
count_ap	clan.c	/^int count_ap( int clan )$/
count_hero	clan.c	/^int count_hero( int clan )$/
count_member	clan.c	/^int count_member( int clan )$/
count_obj_list	handler.c	/^int count_obj_list( OBJ_INDEX_DATA *pObjIndex, OBJ/
create_affect	handler.c	/^AFFECT_DATA *create_affect()$/
create_bank	db.c	/^BANK_DATA *create_bank(void)$/
create_mobile	db.c	/^CHAR_DATA *create_mobile( MOB_INDEX_DATA *pMobInde/
create_money	handler.c	/^OBJ_DATA *create_money( int amount )$/
create_object	db.c	/^OBJ_DATA *create_object( OBJ_INDEX_DATA *pObjIndex/
create_pIndexData	quest.c	/^MOB_INDEX_DATA *create_pIndexData ( )$/
create_team	war.c	/^create_team()$/
create_temp_data	db.c	/^CD_TEMP_DATA *create_temp_data(void)$/
dam_message	fight.c	/^void dam_message( CHAR_DATA *ch, CHAR_DATA *victim/
damage	fight.c	/^bool damage( CHAR_DATA *ch, CHAR_DATA *victim, int/
dblow	fight.c	/^void dblow( CHAR_DATA *ch )$/
death_cry	fight.c	/^void death_cry( CHAR_DATA *ch )$/
destroy_hash_table	hunt.c	/^void destroy_hash_table(struct hash_header *ht,voi/
dice	db.c	/^int dice( int number, int size )$/
die_follower	act_comm.c	/^void die_follower( CHAR_DATA *ch )$/
disarm	fight.c	/^void disarm( CHAR_DATA *ch, CHAR_DATA *victim )$/
display_lore	act_info.c	/^void display_lore( CHAR_DATA *ch, OBJ_DATA *obj )$/
do_activate	war.c	/^do_activate(CHAR_DATA * ch, char *argument)$/
do_addaffect	act_wiz.c	/^void do_addaffect( CHAR_DATA *ch, char *argument )/
do_advance	act_wiz.c	/^void do_advance( CHAR_DATA *ch, char *argument )$/
do_affects	act_info.c	/^void do_affects( CHAR_DATA *ch, char *argument )$/
do_afk	act_comm.c	/^void do_afk ( CHAR_DATA *ch, char *argument )$/
do_alist	db.c	/^void do_alist( CHAR_DATA *ch, char *argument )$/
do_allow	act_wiz.c	/^void do_allow( CHAR_DATA *ch, char *argument )$/
do_amotd	act_info.c	/^void do_amotd ( CHAR_DATA *ch, char *argument )$/
do_announce	act_comm.c	/^void do_announce( CHAR_DATA *ch, char *argument )$/
do_announce_conf	act_comm.c	/^void do_announce_conf( CHAR_DATA *ch, char *argume/
do_ansi	act_info.c	/^void do_ansi(CHAR_DATA *ch, char *argument)$/
do_answer	act_comm.c	/^void do_answer( CHAR_DATA *ch, char *argument )$/
do_areas	db.c	/^void do_areas( CHAR_DATA *ch, char *argument )$/
do_at	act_wiz.c	/^void do_at( CHAR_DATA *ch, char *argument )$/
do_auction	act_comm.c	/^void do_auction( CHAR_DATA *ch, char *argument )$/
do_auctionitem	act_comm.c	/^void do_auctionitem( CHAR_DATA *ch, char *argument/
do_auctionstat	act_comm.c	/^void do_auctionstat( CHAR_DATA *ch, char *argument/
do_autoassist	act_info.c	/^void do_autoassist(CHAR_DATA *ch, char *argument)$/
do_autoenv	act_info.c	/^void do_autoenv(CHAR_DATA *ch, char *argument)$/
do_autoexit	act_info.c	/^void do_autoexit(CHAR_DATA *ch, char *argument)$/
do_autogold	act_info.c	/^void do_autogold(CHAR_DATA *ch, char *argument)$/
do_autolist	act_info.c	/^void do_autolist(CHAR_DATA *ch, char *argument)$/
do_autoloot	act_info.c	/^void do_autoloot(CHAR_DATA *ch, char *argument)$/
do_autosac	act_info.c	/^void do_autosac(CHAR_DATA *ch, char *argument)$/
do_autosplit	act_info.c	/^void do_autosplit(CHAR_DATA *ch, char *argument)$/
do_backstab	fight.c	/^void do_backstab( CHAR_DATA *ch, char *argument )$/
do_bamfin	act_wiz.c	/^void do_bamfin( CHAR_DATA *ch, char *argument )$/
do_bamfout	act_wiz.c	/^void do_bamfout( CHAR_DATA *ch, char *argument )$/
do_ban	act_wiz.c	/^void do_ban( CHAR_DATA *ch, char *argument )$/
do_bash	fight.c	/^void do_bash ( CHAR_DATA *ch, char *argument )$/
do_bbs	act_comm.c	/^void do_bbs( CHAR_DATA *ch, char *argument )$/
do_bearbite	fight.c	/^void do_bearbite ( CHAR_DATA *ch, char *argument )/
do_bearhug	fight.c	/^void do_bearhug ( CHAR_DATA *ch, char *argument )$/
do_beep	act_comm.c	/^void do_beep( CHAR_DATA *ch, char *argument )$/
do_berserk	fight.c	/^void do_berserk( CHAR_DATA *ch, char *argument)$/
do_biditem	act_comm.c	/^void do_biditem( CHAR_DATA *ch, char *argument )$/
do_brandish	act_obj.c	/^void do_brandish( CHAR_DATA *ch, char *argument )$/
do_brew	act_obj.c	/^void do_brew ( CHAR_DATA *ch, char *argument )$/
do_brief	act_info.c	/^void do_brief(CHAR_DATA *ch, char *argument)$/
do_bug	act_comm.c	/^void do_bug( CHAR_DATA *ch, char *argument )$/
do_buy	act_obj.c	/^void do_buy( CHAR_DATA *ch, char *argument )$/
do_cast	magic.c	/^void do_cast( CHAR_DATA *ch, char *argument )$/
do_changeclass	act_wiz.c	/^void do_changeclass( CHAR_DATA *ch, char *argument/
do_changes	act_info.c	/^void do_changes(CHAR_DATA *ch, char *argument)$/
do_channels	act_comm.c	/^void do_channels( CHAR_DATA *ch, char *argument)$/
do_chao	act_wiz.c	/^void do_chao( CHAR_DATA *ch, char *argument )$/
do_charge	fight.c	/^void do_charge ( CHAR_DATA *ch, char *argument )$/
do_chat	act_comm.c	/^void do_chat( CHAR_DATA *ch, char *argument )$/
do_checkbank	clan.c	/^void do_checkbank( CHAR_DATA *ch, char *argument )/
do_chkimp	act_wiz.c	/^void do_chkimp( CHAR_DATA *ch, char *argument )$/
do_ckick	fight.c	/^void do_ckick( CHAR_DATA *ch, char *argument )$/
do_clanaccept	clan.c	/^void do_clanaccept( CHAR_DATA *ch, char *argument /
do_clanbank	clan.c	/^void do_clanbank( CHAR_DATA *ch, char *argument )$/
do_clanbuy	clan.c	/^void do_clanbuy( CHAR_DATA *ch, char *argument )$/
do_clanenter	clan.c	/^void do_clanenter( CHAR_DATA *ch, char *argument )/
do_clankick	clan.c	/^void do_clankick( CHAR_DATA *ch, char *argument )$/
do_clanleave	clan.c	/^void do_clanleave( CHAR_DATA *ch, char *argument )/
do_clanlist	clan.c	/^void do_clanlist( CHAR_DATA *ch, char *argument )$/
do_clanloot	clan.c	/^void do_clanloot( CHAR_DATA *ch, char *argument )$/
do_clanoffer	clan.c	/^void do_clanoffer ( CHAR_DATA *ch, char *argument /
do_clantalk	clan.c	/^void do_clantalk( CHAR_DATA *ch, char *argument )$/
do_clanworth	clan.c	/^void do_clanworth ( CHAR_DATA *ch, char *argument /
do_classinfo	act_wiz.c	/^void do_classinfo(CHAR_DATA *ch, char *argument)$/
do_clone	act_wiz.c	/^void do_clone(CHAR_DATA *ch, char *argument )$/
do_close	act_move.c	/^void do_close( CHAR_DATA *ch, char *argument )$/
do_closesocket	act_wiz.c	/^void do_closesocket( CHAR_DATA *ch, char *argument/
do_cls	act_comm.c	/^void do_cls( CHAR_DATA *ch, char *argument )$/
do_color	act_comm.c	/^void do_color( CHAR_DATA *ch, char *argument )$/
do_combine	act_info.c	/^void do_combine(CHAR_DATA *ch, char *argument)$/
do_commands	interp.c	/^void do_commands( CHAR_DATA *ch, char *argument )$/
do_compact	act_info.c	/^void do_compact(CHAR_DATA *ch, char *argument)$/
do_compare	act_info.c	/^void do_compare( CHAR_DATA *ch, char *argument )$/
do_consent	act_obj.c	/^void do_consent( CHAR_DATA *ch, char *argument )$/
do_consider	act_info.c	/^void do_consider( CHAR_DATA *ch, char *argument )$/
do_corruption	fight.c	/^void do_corruption( CHAR_DATA *ch, char *argument /
do_count	act_info.c	/^void do_count ( CHAR_DATA *ch, char *argument )$/
do_count_obj	act_obj.c	/^int do_count_obj( CHAR_DATA *ch, char *argument )$/
do_crecall	act_move.c	/^void do_crecall( CHAR_DATA *ch, char *argument )$/
do_credits	act_info.c	/^void do_credits( CHAR_DATA *ch, char *argument )$/
do_dart	fight.c	/^void do_dart( CHAR_DATA *ch, char *argument )$/
do_deaf	act_comm.c	/^void do_deaf( CHAR_DATA *ch, char *argument)$/
do_death_blow	fight.c	/^void do_death_blow( CHAR_DATA *ch, char *argument /
do_deduct	act_wiz.c	/^void do_deduct( CHAR_DATA *ch, char *argument ) $/
do_delet	act_comm.c	/^void do_delet( CHAR_DATA *ch, char *argument)$/
do_delete	act_comm.c	/^void do_delete( CHAR_DATA *ch, char *argument)$/
do_demote	act_wiz.c	/^void do_demote( CHAR_DATA *ch, char *argument )$/
do_deny	act_wiz.c	/^void do_deny( CHAR_DATA *ch, char *argument )$/
do_deposit	clan.c	/^void do_deposit( CHAR_DATA *ch, char *argument )$/
do_description	act_info.c	/^void do_description( CHAR_DATA *ch, char *argument/
do_detect_trap	act_obj.c	/^void do_detect_trap( CHAR_DATA *ch, char *argument/
do_dirt	fight.c	/^void do_dirt( CHAR_DATA *ch, char *argument )$/
do_disarm	fight.c	/^void do_disarm( CHAR_DATA *ch, char *argument )$/
do_disband	act_comm.c	/^void do_disband( CHAR_DATA *ch, char *argument )$/
do_disconnect	act_wiz.c	/^void do_disconnect( CHAR_DATA *ch, char *argument /
do_disguise	act_move.c	/^void do_disguise ( CHAR_DATA *ch, char *argument )/
do_dismantle	act_obj.c	/^void do_dismantle( CHAR_DATA *ch, char *argument )/
do_dismount	act_move.c	/^void do_dismount( CHAR_DATA *ch, char *argument )$/
do_donate	act_obj.c	/^void do_donate( CHAR_DATA *ch, char *argument )$/
do_down	act_move.c	/^void do_down( CHAR_DATA *ch, char *argument )$/
do_drain	fight.c	/^void do_drain( CHAR_DATA *ch, char *argument )$/
do_drink	act_obj.c	/^void do_drink( CHAR_DATA *ch, char *argument )$/
do_drop	act_obj.c	/^void do_drop( CHAR_DATA *ch, char *argument )$/
do_duel	fight.c	/^void do_duel( CHAR_DATA *ch, char *argument )$/
do_dump	db.c	/^void do_dump( CHAR_DATA *ch, char *argument )$/
do_east	act_move.c	/^void do_east( CHAR_DATA *ch, char *argument )$/
do_eat	act_obj.c	/^void do_eat( CHAR_DATA *ch, char *argument )$/
do_echo	act_wiz.c	/^void do_echo( CHAR_DATA *ch, char *argument )$/
do_email	act_comm.c	/^void do_email( CHAR_DATA *ch, char *argument)$/
do_emote	act_comm.c	/^void do_emote( CHAR_DATA *ch, char *argument )$/
do_enter	war.c	/^void do_enter(CHAR_DATA * ch, char *argument)$/
do_environment	act_info.c	/^void do_environment( CHAR_DATA *ch, char *argument/
do_equipment	act_info.c	/^void do_equipment( CHAR_DATA *ch, char *argument )/
do_eset	act_wiz.c	/^void do_eset( CHAR_DATA *ch, char *argument )$/
do_examine	act_info.c	/^void do_examine( CHAR_DATA *ch, char *argument )$/
do_exits	act_info.c	/^void do_exits( CHAR_DATA *ch, char *argument )$/
do_fear	fight.c	/^void do_fear( CHAR_DATA *ch, char *argument )$/
do_fill	act_obj.c	/^void do_fill( CHAR_DATA *ch, char *argument )$/
do_flag	act_wiz.c	/^void do_flag( CHAR_DATA *ch, char *argument )$/
do_flambe	act_obj.c	/^void do_flambe( CHAR_DATA *ch, char *argument )$/
do_flee	fight.c	/^void do_flee( CHAR_DATA *ch, char *argument )$/
do_follow	act_comm.c	/^void do_follow( CHAR_DATA *ch, char *argument )$/
do_force	act_wiz.c	/^void do_force( CHAR_DATA *ch, char *argument )$/
do_form_group	act_comm.c	/^void do_form_group( CHAR_DATA *ch, char *argument /
do_freeze	act_wiz.c	/^void do_freeze( CHAR_DATA *ch, char *argument )$/
do_gain	skills.c	/^void do_gain(CHAR_DATA *ch, char *argument)$/
do_gain_class	act_wiz.c	/^void do_gain_class(CHAR_DATA *ch, int newclass)$/
do_get	act_obj.c	/^void do_get( CHAR_DATA *ch, char *argument )$/
do_give	act_obj.c	/^void do_give( CHAR_DATA *ch, char *argument )$/
do_goto	act_wiz.c	/^void do_goto( CHAR_DATA *ch, char *argument )$/
do_group	act_comm.c	/^void do_group( CHAR_DATA *ch, char *argument )$/
do_grouplist	act_info.c	/^void do_grouplist ( CHAR_DATA *ch, char *argument /
do_groups	skills.c	/^void do_groups(CHAR_DATA *ch, char *argument)$/
do_gtell	act_comm.c	/^void do_gtell( CHAR_DATA *ch, char *argument )$/
do_harp	harp.c	/^void do_harp ( CHAR_DATA *ch, char *argument )$/
do_headhun	act_wiz.c	/^void do_headhun( CHAR_DATA *ch, char *argument )$/
do_headhunt	act_wiz.c	/^void do_headhunt( CHAR_DATA *ch, char *argument )$/
do_heal	healer.c	/^void do_heal(CHAR_DATA *ch, char *argument)$/
do_hear	act_info.c	/^void do_hear( CHAR_DATA *ch, char *argument )$/
do_help	act_info.c	/^void do_help( CHAR_DATA *ch, char *argument )$/
do_herbs	act_obj.c	/^void do_herbs( CHAR_DATA *ch, char *argument )$/
do_hide	act_move.c	/^void do_hide( CHAR_DATA *ch, char *argument )$/
do_holylight	act_wiz.c	/^void do_holylight( CHAR_DATA *ch, char *argument )/
do_hunt	hunt.c	/^void do_hunt( CHAR_DATA *ch, char *argument )$/
do_ice	act_obj.c	/^void do_ice( CHAR_DATA *ch, char *argument )$/
do_idea	act_comm.c	/^void do_idea( CHAR_DATA *ch, char *argument )$/
do_immtalk	act_comm.c	/^void do_immtalk( CHAR_DATA *ch, char *argument )$/
do_imotd	act_info.c	/^void do_imotd(CHAR_DATA *ch, char *argument)$/
do_impclan	act_comm.c	/^void do_impclan( CHAR_DATA *ch, char *argument )$/
do_impinfo	act_comm.c	/^void do_impinfo( CHAR_DATA *ch, char *argument, in/
do_impinfo_conf	act_comm.c	/^void do_impinfo_conf( CHAR_DATA *ch, char *argumen/
do_imprison	act_wiz.c	/^void do_imprison( CHAR_DATA *ch, char *argument )$/
do_imptalk	act_comm.c	/^void do_imptalk( CHAR_DATA *ch, char *argument )$/
do_inventory	act_info.c	/^void do_inventory( CHAR_DATA *ch, char *argument )/
do_invis	act_wiz.c	/^void do_invis( CHAR_DATA *ch, char *argument )$/
do_junk	act_obj.c	/^void do_junk( CHAR_DATA *ch, char *argument )$/
do_kick	fight.c	/^void do_kick( CHAR_DATA *ch, char *argument )$/
do_kill	fight.c	/^void do_kill( CHAR_DATA *ch, char *argument )$/
do_last	act_wiz.c	/^void do_last( CHAR_DATA *ch, char *argument )$/
do_learn	skills.c	/^void do_learn(CHAR_DATA *ch, char *argument)$/
do_leash	fight.c	/^void do_leash ( CHAR_DATA *ch )$/
do_leave	clan.c	/^void do_leave( CHAR_DATA *ch, char *argument )$/
do_leave_orig	clan.c	/^void do_leave_orig( CHAR_DATA *ch, char *argument /
do_list	act_obj.c	/^void do_list( CHAR_DATA *ch, char *argument )$/
do_load	act_wiz.c	/^void do_load(CHAR_DATA *ch, char *argument )$/
do_lock	act_move.c	/^void do_lock( CHAR_DATA *ch, char *argument )$/
do_log	act_wiz.c	/^void do_log( CHAR_DATA *ch, char *argument )$/
do_look	act_info.c	/^void do_look( CHAR_DATA *ch, char *argument )$/
do_make	act_obj.c	/^void do_make ( CHAR_DATA *ch, char *argument )$/
do_make_bomb	act_obj.c	/^void do_make_bomb ( CHAR_DATA *ch, char* arg1, cha/
do_memory	db.c	/^void do_memory( CHAR_DATA *ch, char *argument )$/
do_mfind	act_wiz.c	/^void do_mfind( CHAR_DATA *ch, char *argument )$/
do_mlist	act_wiz.c	/^void do_mlist( CHAR_DATA *ch, char *argument )$/
do_motd	act_info.c	/^void do_motd(CHAR_DATA *ch, char *argument)$/
do_mount	act_move.c	/^void do_mount( CHAR_DATA *ch, char *argument )$/
do_mpasound	mob_commands.c	/^void do_mpasound( CHAR_DATA *ch, char *argument )$/
do_mpat	mob_commands.c	/^void do_mpat( CHAR_DATA *ch, char *argument )$/
do_mpdamage	mob_commands.c	/^void do_mpdamage( CHAR_DATA *ch, char *argument )$/
do_mpdrop	mob_commands.c	/^void do_mpdrop( CHAR_DATA *ch, char *argument )$/
do_mpecho	mob_commands.c	/^void do_mpecho( CHAR_DATA *ch, char *argument )$/
do_mpechoaround	mob_commands.c	/^void do_mpechoaround( CHAR_DATA *ch, char *argumen/
do_mpechoat	mob_commands.c	/^void do_mpechoat( CHAR_DATA *ch, char *argument )$/
do_mpforce	mob_commands.c	/^void do_mpforce( CHAR_DATA *ch, char *argument )$/
do_mpgoto	mob_commands.c	/^void do_mpgoto( CHAR_DATA *ch, char *argument )$/
do_mphold	mob_commands.c	/^void do_mphold( CHAR_DATA *ch, char *argument )$/
do_mpjunk	mob_commands.c	/^void do_mpjunk( CHAR_DATA *ch, char *argument )$/
do_mpkill	mob_commands.c	/^void do_mpkill( CHAR_DATA *ch, char *argument )$/
do_mpmload	mob_commands.c	/^void do_mpmload( CHAR_DATA *ch, char *argument )$/
do_mpoload	mob_commands.c	/^void do_mpoload( CHAR_DATA *ch, char *argument )$/
do_mposet	mob_commands.c	/^void do_mposet( CHAR_DATA *ch, char *argument )$/
do_mpotransfer	mob_commands.c	/^void do_mpotransfer( CHAR_DATA *ch, char *argument/
do_mppurge	mob_commands.c	/^void do_mppurge( CHAR_DATA *ch, char *argument )$/
do_mpset	mob_commands.c	/^void do_mpset( CHAR_DATA *ch, char *argument )$/
do_mpstat	mob_commands.c	/^void do_mpstat( CHAR_DATA *ch, char *argument )$/
do_mptrain	mob_commands.c	/^void do_mptrain( CHAR_DATA *ch, char *argument )$/
do_mptransfer	mob_commands.c	/^void do_mptransfer( CHAR_DATA *ch, char *argument /
do_mset	act_wiz.c	/^void do_mset( CHAR_DATA *ch, char *argument )$/
do_mstat	act_wiz.c	/^void do_mstat( CHAR_DATA *ch, char *argument )$/
do_murde	fight.c	/^void do_murde( CHAR_DATA *ch, char *argument )$/
do_murder	fight.c	/^void do_murder( CHAR_DATA *ch, char *argument )$/
do_music	act_comm.c	/^void do_music( CHAR_DATA *ch, char *argument )$/
do_mwhere	act_wiz.c	/^void do_mwhere( CHAR_DATA *ch, char *argument )$/
do_newlock	act_wiz.c	/^void do_newlock( CHAR_DATA *ch, char *argument )$/
do_news	act_info.c	/^void do_news(CHAR_DATA *ch, char *argument)$/
do_newsgroup	act_comm.c	/^void do_newsgroup ( CHAR_DATA *ch, char *argument /
do_nochannels	act_wiz.c	/^void do_nochannels( CHAR_DATA *ch, char *argument /
do_noemote	act_wiz.c	/^void do_noemote( CHAR_DATA *ch, char *argument )$/
do_nofollow	act_info.c	/^void do_nofollow(CHAR_DATA *ch, char *argument)$/
do_noloot	act_info.c	/^void do_noloot(CHAR_DATA *ch, char *argument)$/
do_nopkill	act_wiz.c	/^void do_nopkill( CHAR_DATA *ch, char *argument )$/
do_north	act_move.c	/^void do_north( CHAR_DATA *ch, char *argument )$/
do_noshout	act_wiz.c	/^void do_noshout( CHAR_DATA *ch, char *argument )$/
do_nosummon	act_info.c	/^void do_nosummon(CHAR_DATA *ch, char *argument)$/
do_note	act_comm.c	/^void do_note( CHAR_DATA *ch, char *argument )$/
do_notell	act_wiz.c	/^void do_notell( CHAR_DATA *ch, char *argument )$/
do_nullreply	act_wiz.c	/^void do_nullreply ( CHAR_DATA *ch, char *argument /
do_odump	act_wiz.c	/^void do_odump( CHAR_DATA *ch, char *argument)$/
do_offer	act_wiz.c	/^void do_offer( CHAR_DATA *ch, char *argument )$/
do_offerap	act_wiz.c	/^void do_offerap( CHAR_DATA *ch, char *argument )$/
do_offerkarma	act_wiz.c	/^void do_offerkarma( CHAR_DATA *ch, char *argument /
do_ofind	act_wiz.c	/^void do_ofind( CHAR_DATA *ch, char *argument )$/
do_olist	act_wiz.c	/^void do_olist ( CHAR_DATA *ch, char *argument ) $/
do_opdestroy	mob_commands.c	/^void do_opdestroy( CHAR_DATA *ch, char *argument )/
do_open	act_move.c	/^void do_open( CHAR_DATA *ch, char *argument )$/
do_opstat	obj_prog.c	/^void do_opstat( CHAR_DATA *ch, char *argument )$/
do_order	act_comm.c	/^void do_order( CHAR_DATA *ch, char *argument )$/
do_oset	act_wiz.c	/^void do_oset( CHAR_DATA *ch, char *argument )$/
do_ostat	act_wiz.c	/^void do_ostat( CHAR_DATA *ch, char *argument )$/
do_outfit	act_wiz.c	/^void do_outfit ( CHAR_DATA *ch, char *argument )$/
do_owhere	act_wiz.c	/^void do_owhere ( CHAR_DATA *ch, char *argument ) $/
do_palm	fight.c	/^void do_palm( CHAR_DATA *ch, char *argument )$/
do_pardon	act_wiz.c	/^void do_pardon( CHAR_DATA *ch, char *argument )$/
do_passwor	act_info.c	/^void do_passwor( CHAR_DATA *ch, char *argument )$/
do_password	act_info.c	/^void do_password( CHAR_DATA *ch, char *argument )$/
do_pay	clan.c	/^void do_pay( CHAR_DATA *ch, char *argument )$/
do_peace	act_wiz.c	/^void do_peace( CHAR_DATA *ch, char *argument )$/
do_pecho	act_wiz.c	/^void do_pecho( CHAR_DATA *ch, char *argument )$/
do_peek	act_info.c	/^void do_peek( CHAR_DATA *ch, char *argument ) {$/
do_penalise	act_wiz.c	/^void do_penalise ( CHAR_DATA *ch, char *argument )/
do_phold	act_wiz.c	/^void do_phold ( CHAR_DATA *ch, char *argument )$/
do_pick	act_move.c	/^void do_pick( CHAR_DATA *ch, char *argument )$/
do_pkill	fight.c	/^void do_pkill( CHAR_DATA *ch, char *argument )$/
do_playerpurg	act_wiz.c	/^void do_playerpurg( CHAR_DATA *ch, char *argument /
do_playerpurge	act_wiz.c	/^void do_playerpurge( CHAR_DATA *ch, char *argument/
do_pose	act_comm.c	/^void do_pose( CHAR_DATA *ch, char *argument )$/
do_pounce	fight.c	/^void do_pounce ( CHAR_DATA *ch, char *argument )$/
do_practice	act_info.c	/^void do_practice( CHAR_DATA *ch, char *argument )$/
do_promote	act_comm.c	/^void do_promote( CHAR_DATA *ch, char *argument )$/
do_prompt	act_info.c	/^void do_prompt( CHAR_DATA *ch, char *argument )$/
do_purge	act_wiz.c	/^void do_purge( CHAR_DATA *ch, char *argument )$/
do_put	act_obj.c	/^void do_put( CHAR_DATA *ch, char *argument )$/
do_qecho	act_wiz.c	/^void do_qecho( CHAR_DATA *ch, char *argument )$/
do_quaff	act_obj.c	/^void do_quaff( CHAR_DATA *ch, char *argument )$/
do_quest	act_comm.c	/^void do_quest( CHAR_DATA *ch, char *argument )$/
do_question	act_comm.c	/^void do_question( CHAR_DATA *ch, char *argument )$/
do_questload	act_wiz.c	/^void do_questload ( CHAR_DATA *ch, char *argument /
do_questsave	act_wiz.c	/^void do_questsave ( CHAR_DATA *ch, char *argument /
do_qui	act_comm.c	/^void do_qui( CHAR_DATA *ch, char *argument )$/
do_quiet	act_comm.c	/^void do_quiet ( CHAR_DATA *ch, char * argument)$/
do_quit	act_comm.c	/^void do_quit( CHAR_DATA *ch, char *argument )$/
do_rage	fight.c	/^void do_rage( CHAR_DATA *ch, char *argument )$/
do_rchat	rmud.c	/^void do_rchat( CHAR_DATA *ch, char *argument )$/
do_rconnect	rmud.c	/^void do_rconnect( CHAR_DATA *ch, char *argument )$/
do_rdirection	rmud.c	/^void do_rdirection( int direction, CHAR_DATA *ch, /
do_rdisconnect	rmud.c	/^void do_rdisconnect( CHAR_DATA *ch, char *argument/
do_rdown	rmud.c	/^void do_rdown( CHAR_DATA *ch, char *argument )$/
do_read	act_info.c	/^void do_read (CHAR_DATA *ch, char *argument )$/
do_reast	rmud.c	/^void do_reast( CHAR_DATA *ch, char *argument )$/
do_reboo	act_wiz.c	/^void do_reboo( CHAR_DATA *ch, char *argument )$/
do_reboot	act_wiz.c	/^void do_reboot( CHAR_DATA *ch, char *argument )$/
do_recall	act_move.c	/^void do_recall( CHAR_DATA *ch, char *argument )$/
do_recho	act_wiz.c	/^void do_recho( CHAR_DATA *ch, char *argument )$/
do_recite	act_obj.c	/^void do_recite( CHAR_DATA *ch, char *argument )$/
do_reimb	act_wiz.c	/^void do_reimb( CHAR_DATA *ch, char *argument )$/
do_remote	rmud.c	/^void do_remote( CHAR_DATA *ch, char *argument )$/
do_remove	act_obj.c	/^void do_remove( CHAR_DATA *ch, char *argument )$/
do_rename	act_wiz.c	/^void do_rename( CHAR_DATA *ch, char *argument )$/
do_rent	act_comm.c	/^void do_rent( CHAR_DATA *ch, char *argument )$/
do_renter	rmud.c	/^void do_renter( CHAR_DATA *ch, char *argument )$/
do_repair	act_obj.c	/^void do_repair( CHAR_DATA *ch, char *argument )$/
do_reply	act_comm.c	/^void do_reply( CHAR_DATA *ch, char *argument )$/
do_report	act_info.c	/^void do_report( CHAR_DATA *ch, char *argument )$/
do_rescue	fight.c	/^void do_rescue( CHAR_DATA *ch, char *argument )$/
do_resetwartime	war.c	/^void do_resetwartime(CHAR_DATA * ch, char *argumen/
do_rest	act_move.c	/^void do_rest( CHAR_DATA *ch, char *argument )$/
do_restore	act_wiz.c	/^void do_restore( CHAR_DATA *ch, char *argument )$/
do_return	act_wiz.c	/^void do_return( CHAR_DATA *ch, char *argument )$/
do_rexit	rmud.c	/^void do_rexit( CHAR_DATA *ch )$/
do_rinfo	rmud.c	/^void do_rinfo( CHAR_DATA *ch, char *argument )$/
do_rlist	rmud.c	/^void do_rlist( CHAR_DATA *ch, char *argument )$/
do_rlook	rmud.c	/^void do_rlook( CHAR_DATA *ch, char *argument )$/
do_rnorth	rmud.c	/^void do_rnorth( CHAR_DATA *ch, char *argument )$/
do_roar	fight.c	/^void do_roar ( CHAR_DATA *ch, char *argument )$/
do_rreply	rmud.c	/^void do_rreply( CHAR_DATA *ch, char *argument )$/
do_rset	act_wiz.c	/^void do_rset( CHAR_DATA *ch, char *argument )$/
do_rsouth	rmud.c	/^void do_rsouth( CHAR_DATA *ch, char *argument )$/
do_rstat	act_wiz.c	/^void do_rstat( CHAR_DATA *ch, char *argument )$/
do_rtell	rmud.c	/^void do_rtell( CHAR_DATA *ch, char *argument )$/
do_rules	act_info.c	/^void do_rules(CHAR_DATA *ch, char *argument)$/
do_rup	rmud.c	/^void do_rup( CHAR_DATA *ch, char *argument )$/
do_rwest	rmud.c	/^void do_rwest( CHAR_DATA *ch, char *argument )$/
do_rwho	rmud.c	/^void do_rwho( CHAR_DATA *ch, char *argument )$/
do_sacrifice	act_obj.c	/^void do_sacrifice( CHAR_DATA *ch, char *argument )/
do_save	act_comm.c	/^void do_save( CHAR_DATA *ch, char *argument )$/
do_saveall	act_wiz.c	/^void do_saveall( CHAR_DATA *ch, char *argument )$/
do_saveclan	act_wiz.c	/^void do_saveclan( CHAR_DATA *ch, char *argument )$/
do_say	act_comm.c	/^void do_say( CHAR_DATA *ch, char *argument )$/
do_scan	act_info.c	/^void do_scan( CHAR_DATA *ch, char *argument )$/
do_score	act_info.c	/^void do_score( CHAR_DATA *ch, char *argument )$/
do_scroll	act_info.c	/^void do_scroll(CHAR_DATA *ch, char *argument)$/
do_sell	act_obj.c	/^void do_sell( CHAR_DATA *ch, char *argument )$/
do_serialno	act_wiz.c	/^void do_serialno( CHAR_DATA *ch, char *argument )$/
do_set	act_wiz.c	/^void do_set( CHAR_DATA *ch, char *argument )$/
do_setfee	act_wiz.c	/^void do_setfee( CHAR_DATA *ch, char *argument )$/
do_sharpen	act_obj.c	/^void do_sharpen( CHAR_DATA *ch, char *argument )$/
do_shout	act_comm.c	/^void do_shout( CHAR_DATA *ch, char *argument )$/
do_shutdow	act_wiz.c	/^void do_shutdow( CHAR_DATA *ch, char *argument )$/
do_shutdown	act_wiz.c	/^void do_shutdown( CHAR_DATA *ch, char *argument )$/
do_sit	act_move.c	/^void do_sit (CHAR_DATA *ch, char *argument )$/
do_skills	skills.c	/^void do_skills(CHAR_DATA *ch, char *argument)$/
do_sla	fight.c	/^void do_sla( CHAR_DATA *ch, char *argument )$/
do_slay	fight.c	/^void do_slay( CHAR_DATA *ch, char *argument )$/
do_sleep	act_move.c	/^void do_sleep( CHAR_DATA *ch, char *argument )$/
do_slookup	act_wiz.c	/^void do_slookup( CHAR_DATA *ch, char *argument )$/
do_sneak	act_move.c	/^void do_sneak( CHAR_DATA *ch, char *argument )$/
do_snoop	act_wiz.c	/^void do_snoop( CHAR_DATA *ch, char *argument )$/
do_socials	act_info.c	/^void do_socials(CHAR_DATA *ch, char *argument)$/
do_sockets	act_wiz.c	/^void do_sockets( CHAR_DATA *ch, char *argument )$/
do_solitary	act_wiz.c	/^void do_solitary( CHAR_DATA *ch, char *argument )$/
do_songlist	harp.c	/^void do_songlist (CHAR_DATA *ch, char *argument)$/
do_soulburn	fight.c	/^void do_soulburn( CHAR_DATA *ch, char *argument )$/
do_south	act_move.c	/^void do_south( CHAR_DATA *ch, char *argument )$/
do_specialise	skills.c	/^void do_specialise(CHAR_DATA *ch, char *argument)$/
do_spells	skills.c	/^void do_spells(CHAR_DATA *ch, char *argument)$/
do_split	act_comm.c	/^void do_split( CHAR_DATA *ch, char *argument )$/
do_sset	act_wiz.c	/^void do_sset( CHAR_DATA *ch, char *argument )$/
do_stand	act_move.c	/^void do_stand( CHAR_DATA *ch, char *argument )$/
do_stat	act_wiz.c	/^void do_stat ( CHAR_DATA *ch, char *argument )$/
do_steal	act_obj.c	/^void do_steal( CHAR_DATA *ch, char *argument )$/
do_story	act_info.c	/^void do_story(CHAR_DATA *ch, char *argument)$/
do_string	act_wiz.c	/^void do_string( CHAR_DATA *ch, char *argument )$/
do_switch	act_wiz.c	/^void do_switch( CHAR_DATA *ch, char *argument )$/
do_teamlist	war.c	/^do_teamlist(CHAR_DATA * ch, char *argument)$/
do_teamtalk	war.c	/^do_teamtalk(CHAR_DATA * ch, char *argument)$/
do_tell	act_comm.c	/^void do_tell( CHAR_DATA *ch, char *argument )$/
do_testcmd	act_wiz.c	/^void do_testcmd ( CHAR_DATA *ch, char *argument )$/
do_throw_acid	fight.c	/^void do_throw_acid( CHAR_DATA *ch, char *argument /
do_time	act_info.c	/^void do_time( CHAR_DATA *ch, char *argument )$/
do_title	act_info.c	/^void do_title( CHAR_DATA *ch, char *argument )$/
do_toggle_regen	act_move.c	/^void do_toggle_regen( CHAR_DATA *ch, char *argumen/
do_touch	fight.c	/^void do_touch( CHAR_DATA *ch, char *argument )$/
do_train	act_move.c	/^void do_train( CHAR_DATA *ch, char *argument )$/
do_transfer	act_wiz.c	/^void do_transfer( CHAR_DATA *ch, char *argument )$/
do_transform	act_move.c	/^void do_transform ( CHAR_DATA *ch, char *argument /
do_trap	act_obj.c	/^void do_trap( CHAR_DATA *ch, char *argument )$/
do_trigger_bomb	act_obj.c	/^void do_trigger_bomb( CHAR_DATA *ch, char *argumen/
do_trip	fight.c	/^void do_trip( CHAR_DATA *ch, char *argument )$/
do_trust	act_wiz.c	/^void do_trust( CHAR_DATA *ch, char *argument )$/
do_typo	act_comm.c	/^void do_typo( CHAR_DATA *ch, char *argument )$/
do_unimprison	act_wiz.c	/^void do_unimprison( CHAR_DATA *ch, char *argument /
do_unleash	fight.c	/^void do_unleash ( CHAR_DATA *ch, char *argument )$/
do_unlock	act_move.c	/^void do_unlock( CHAR_DATA *ch, char *argument )$/
do_unpenalise	act_wiz.c	/^void do_unpenalise ( CHAR_DATA *ch, char *argument/
do_up	act_move.c	/^void do_up( CHAR_DATA *ch, char *argument )$/
do_value	act_obj.c	/^void do_value( CHAR_DATA *ch, char *argument )$/
do_venom	act_obj.c	/^void do_venom( CHAR_DATA *ch, char *argument )$/
do_visible	act_move.c	/^void do_visible( CHAR_DATA *ch, char *argument )$/
do_vnum	act_wiz.c	/^void do_vnum(CHAR_DATA *ch, char *argument)$/
do_vote	clan.c	/^void do_vote( CHAR_DATA *ch, char *argument )$/
do_votecount	clan.c	/^void do_votecount( CHAR_DATA *ch, char *argument )/
do_vrstat	vrml.c	/^void do_vrstat ( CHAR_DATA *ch, char *argument )$/
do_wake	act_move.c	/^void do_wake( CHAR_DATA *ch, char *argument )$/
do_war	act_comm.c	/^void do_war( CHAR_DATA *ch, char *argument )$/
do_war_conf	act_comm.c	/^void do_war_conf( CHAR_DATA *ch, char *argument )$/
do_war_score	war.c	/^do_war_score(CHAR_DATA * ch, char *argument)$/
do_warchart	war.c	/^void do_warchart ( CHAR_DATA * ch, char *argument /
do_wartime	war.c	/^do_wartime(CHAR_DATA * ch, char *argument)$/
do_wbuy	war.c	/^void do_wbuy(CHAR_DATA * ch, char *argument)$/
do_wear	act_obj.c	/^void do_wear( CHAR_DATA *ch, char *argument )$/
do_weather	act_info.c	/^void do_weather( CHAR_DATA *ch, char *argument )$/
do_west	act_move.c	/^void do_west( CHAR_DATA *ch, char *argument )$/
do_where	act_info.c	/^void do_where( CHAR_DATA *ch, char *argument )$/
do_whirlwind	fight.c	/^void do_whirlwind ( CHAR_DATA *ch, char *argument /
do_who	act_info.c	/^void do_who( CHAR_DATA *ch, char *argument )$/
do_whoclan	clan.c	/^void do_whoclan ( CHAR_DATA *ch, char *argument )$/
do_whois	act_info.c	/^void do_whois (CHAR_DATA *ch, char *argument)$/
do_wimpy	act_info.c	/^void do_wimpy( CHAR_DATA *ch, char *argument )$/
do_withdraw	clan.c	/^void do_withdraw( CHAR_DATA *ch, char *argument )$/
do_wizclanaccept	act_wiz.c	/^void do_wizclanaccept( CHAR_DATA *ch, char *argume/
do_wizclanbank	act_wiz.c	/^void do_wizclanbank( CHAR_DATA *ch, char *argument/
do_wizclankick	act_wiz.c	/^void do_wizclankick( CHAR_DATA *ch, char *argument/
do_wizhelp	interp.c	/^void do_wizhelp( CHAR_DATA *ch, char *argument )$/
do_wizlist	act_info.c	/^void do_wizlist(CHAR_DATA *ch, char *argument)$/
do_wizlock	act_wiz.c	/^void do_wizlock( CHAR_DATA *ch, char *argument )$/
do_wlist	war.c	/^void do_wlist(CHAR_DATA * ch, char *argument)$/
do_worth	act_info.c	/^void do_worth( CHAR_DATA *ch, char *argument )$/
do_write	act_obj.c	/^void do_write( CHAR_DATA *ch, char *argument )$/
do_wset	act_wiz.c	/^void do_wset( CHAR_DATA *ch, char *argument )$/
do_wvote	war.c	/^do_wvote(CHAR_DATA * ch, char *argument)$/
do_yell	act_comm.c	/^void do_yell( CHAR_DATA *ch, char *argument )$/
do_zap	act_obj.c	/^void do_zap( CHAR_DATA *ch, char *argument )$/
donothing	hunt.c	/^void donothing()$/
dragon	special.c	/^bool dragon( CHAR_DATA *ch, char *spell_name )$/
equip_char	handler.c	/^void equip_char( CHAR_DATA *ch, OBJ_DATA *obj, int/
eval_obj	handler.c	/^int eval_obj ( OBJ_DATA *obj )$/
exit_ok	hunt.c	/^int exit_ok( EXIT_DATA *pexit )$/
exp_per_level	skills.c	/^int exp_per_level(CHAR_DATA *ch, int points)$/
expert_mod_damage	handler.c	/^int expert_mod_damage( CHAR_DATA *ch, int sn, int /
expert_mod_thac0	handler.c	/^int expert_mod_thac0( CHAR_DATA *ch, int sn, int t/
extra_bit_name	bit.c	/^char *extra_bit_name( int extra_flags )$/
extra_name_bit	bit.c	/^int extra_name_bit( char* buf )$/
extract_char	handler.c	/^void extract_char( CHAR_DATA *ch, bool fPull )$/
extract_obj	handler.c	/^void extract_obj( OBJ_DATA *obj )$/
fill_mob_index	quest.c	/^void fill_mob_index ( CHAR_DATA *mob, MOB_INDEX_DA/
find_building	act_obj.c	/^CHAR_DATA *find_building ( CHAR_DATA *ch, int buil/
find_clan	handler.c	/^int	find_clan( CHAR_DATA *ch )$/
find_direction	magic.c	/^int find_direction( char d )$/
find_door	act_move.c	/^int find_door( CHAR_DATA *ch, char *arg )$/
find_keeper	act_obj.c	/^CHAR_DATA *find_keeper( CHAR_DATA *ch, char *argum/
find_location	act_wiz.c	/^ROOM_INDEX_DATA *find_location( CHAR_DATA *ch, cha/
find_path	hunt.c	/^int find_path( int in_room_vnum, int out_room_vnum/
first_arg	string.c	/^char *first_arg( char *argument, char *arg_first, /
firstparam	imc.c	/^char *firstparam( char *argument )$/
fix_exits	db.c	/^void fix_exits( void )$/
fix_sex	comm.c	/^void fix_sex(CHAR_DATA *ch)$/
flag_convert	db.c	/^long flag_convert(char letter )$/
form_bit_name	handler.c	/^char *form_bit_name(int form_flags)$/
format_obj_to_char	act_info.c	/^char *format_obj_to_char( OBJ_DATA *obj, CHAR_DATA/
format_string	string.c	/^char *format_string( char *oldstring \/*, bool fSp/
fread_bank	save.c	/^void fread_bank ( int clan, FILE *fp ) $/
fread_char	save.c	/^void fread_char( CHAR_DATA *ch, FILE *fp )$/
fread_clan	save.c	/^void fread_clan ( int clan,  FILE *fp) $/
fread_flag	db.c	/^long fread_flag( FILE *fp)$/
fread_letter	db.c	/^char fread_letter( FILE *fp )$/
fread_mobprog	quest.c	/^void fread_mobprog ( CHAR_DATA *mob, FILE *fp )$/
fread_number	db.c	/^int fread_number( FILE *fp )$/
fread_obj	save.c	/^void fread_obj( CHAR_DATA *ch, FILE *fp )$/
fread_pet	save.c	/^void fread_pet( CHAR_DATA *ch, FILE *fp )$/
fread_quest_mob	quest.c	/^CHAR_DATA *fread_quest_mob ( FILE *fp )$/
fread_string	db.c	/^char *fread_string( FILE *fp )$/
fread_string_eol	db.c	/^char *fread_string_eol( FILE *fp )$/
fread_to_eol	db.c	/^void fread_to_eol( FILE *fp )$/
fread_word	db.c	/^char *fread_word( FILE *fp )$/
free_bank	db.c	/^void free_bank( BANK_DATA *bank, int clan )$/
free_char	db.c	/^void free_char( CHAR_DATA *ch )$/
free_mem	db.c	/^void free_mem( void *pMem, int sMem )$/
free_mobprogs	quest.c	/^void free_mobprogs ( CHAR_DATA *mob )$/
free_newsgroup	db.c	/^void free_newsgroup ( int newsgroup )$/
free_pIndexData	quest.c	/^void free_pIndexData ( CHAR_DATA *mob )$/
free_path	imc.c	/^void free_path( RMUD_PATH *path )$/
free_string	db.c	/^void free_string( char *pstr )$/
free_temp_data	db.c	/^void free_temp_data( CD_TEMP_DATA *temp_data )$/
free_war_mem	war.c	/^void free_war_mem()$/
fsocket	authid.c	/^static FILE *fsocket(domain, type, protocol)$/
fwrite_bank	save.c	/^void fwrite_bank ( BANK_DATA *bank, FILE *fp )$/
fwrite_char	save.c	/^void fwrite_char( CHAR_DATA *ch, FILE *fp )$/
fwrite_mobprog	quest.c	/^void fwrite_mobprog ( CHAR_DATA *mob, FILE *fp )$/
fwrite_obj	save.c	/^void fwrite_obj( CHAR_DATA *ch, OBJ_DATA *obj, FIL/
fwrite_pet	save.c	/^void fwrite_pet( CHAR_DATA *pet, FILE *fp)$/
fwrite_quest_mob	quest.c	/^void fwrite_quest_mob ( CHAR_DATA *ch, FILE *fp )$/
gain_ap	update.c	/^void gain_ap( CHAR_DATA *ch, int gain )$/
gain_condition	update.c	/^void gain_condition( CHAR_DATA *ch, int iCond, int/
gain_exp	update.c	/^void gain_exp( CHAR_DATA *ch, int gain )$/
gain_obj_cond	update.c	/^bool gain_obj_cond( CHAR_DATA *ch, OBJ_DATA *obj, /
gain_thirst	update.c	/^int gain_thirst ( CHAR_DATA *ch, int sn )$/
gain_warpts	war.c	/^void gain_warpts ( CHAR_DATA * ch, int warpts )$/
game_loop_mac_msdos	comm.c	/^void game_loop_mac_msdos( void )$/
game_loop_unix	comm.c	/^void game_loop_unix( int control )$/
get_age	handler.c	/^int get_age( CHAR_DATA *ch )$/
get_char_area	handler.c	/^CHAR_DATA *get_char_area( CHAR_DATA *ch, char *arg/
get_char_room	handler.c	/^CHAR_DATA *get_char_room( CHAR_DATA *ch, char *arg/
get_char_size	handler.c	/^int get_char_size( CHAR_DATA *ch )$/
get_char_world	handler.c	/^CHAR_DATA *get_char_world( CHAR_DATA *ch, char *ar/
get_container_flags	bit.c	/^int get_container_flags( char *arg )$/
get_cost	act_obj.c	/^int get_cost( CHAR_DATA *keeper, OBJ_DATA *obj, bo/
get_curr_stat	handler.c	/^int get_curr_stat( CHAR_DATA *ch, int stat )$/
get_eq_char	handler.c	/^OBJ_DATA *get_eq_char( CHAR_DATA *ch, int iWear )$/
get_expertise	handler.c	/^int get_expertise(CHAR_DATA *ch, int sn) \/* exper/
get_extra_descr	db.c	/^char *get_extra_descr( const char *name, EXTRA_DES/
get_flags_container	bit.c	/^char * get_flags_container( int arg )$/
get_liquid_type	bit.c	/^int get_liquid_type( char *arg )$/
get_max_train	handler.c	/^int get_max_train( CHAR_DATA *ch, int stat )$/
get_mob_index	db.c	/^MOB_INDEX_DATA *get_mob_index( int vnum )$/
get_obj	act_obj.c	/^void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DA/
get_obj_carry	handler.c	/^OBJ_DATA *get_obj_carry( CHAR_DATA *ch, char *argu/
get_obj_here	handler.c	/^OBJ_DATA *get_obj_here( CHAR_DATA *ch, char *argum/
get_obj_index	db.c	/^OBJ_INDEX_DATA *get_obj_index( int vnum )$/
get_obj_list	handler.c	/^OBJ_DATA *get_obj_list( CHAR_DATA *ch, char *argum/
get_obj_number	handler.c	/^int get_obj_number( OBJ_DATA *obj )$/
get_obj_type	handler.c	/^OBJ_DATA *get_obj_type( OBJ_INDEX_DATA *pObjIndex /
get_obj_wear	handler.c	/^OBJ_DATA *get_obj_wear( CHAR_DATA *ch, char *argum/
get_obj_weight	handler.c	/^int get_obj_weight( OBJ_DATA *obj )$/
get_obj_world	handler.c	/^OBJ_DATA *get_obj_world( CHAR_DATA *ch, char *argu/
get_room_index	db.c	/^ROOM_INDEX_DATA *get_room_index( int vnum )$/
get_skill	handler.c	/^int get_skill(CHAR_DATA *ch, int sn)$/
get_trust	handler.c	/^int get_trust( CHAR_DATA *ch )$/
get_type_liquid	bit.c	/^char * get_type_liquid( int arg )$/
get_type_weapon	bit.c	/^char * get_type_weapon( int arg )$/
get_weapon_sn	handler.c	/^int get_weapon_sn(CHAR_DATA *ch)$/
get_weapon_type	bit.c	/^int get_weapon_type( char *arg )$/
gettimeofday	comm.c	/^int gettimeofday( struct timeval *tp, void *tzp )$/
gn_add	skills.c	/^void gn_add( CHAR_DATA *ch, int gn)$/
gn_remove	skills.c	/^void gn_remove( CHAR_DATA *ch, int gn)$/
group_add	skills.c	/^void group_add( CHAR_DATA *ch, const char *name, b/
group_gain	fight.c	/^void group_gain( CHAR_DATA *ch, CHAR_DATA *victim /
group_lookup	skills.c	/^int group_lookup( const char *name )$/
group_remove	skills.c	/^void group_remove(CHAR_DATA *ch, const char *name)/
handle_familiar	magic2.c	/^void handle_familiar ( CHAR_DATA *ch, CHAR_DATA *m/
harp_song	harp.c	/^void harp_song( CHAR_DATA *ch, int sn )$/
has_item	act_info.c	/^int has_item( CHAR_DATA *ch, char *item_name)$/
has_key	act_move.c	/^bool has_key( CHAR_DATA *ch, int key )$/
hash_enter	hunt.c	/^int hash_enter(struct hash_header *ht,int key,void/
hash_find	hunt.c	/^void *hash_find(struct hash_header *ht,int key)$/
hash_find_or_create	hunt.c	/^void *hash_find_or_create(struct hash_header *ht,i/
hash_iterate	hunt.c	/^void hash_iterate(struct hash_header *ht,void (*fu/
hash_remove	hunt.c	/^void *hash_remove(struct hash_header *ht,int key)$/
hear	act_info.c	/^bool hear ( CHAR_DATA *ch, int door )$/
hex2tilda	custom_imc.c	/^char * hex2tilda ( char *string )$/
hit_gain	update.c	/^int hit_gain( CHAR_DATA *ch )$/
hunt_victim	hunt.c	/^void hunt_victim( CHAR_DATA *ch )$/
imc_path	imc.c	/^int imc_path( char *name )$/
imm_bit_name	handler.c	/^char *imm_bit_name(int imm_flags)$/
init_desc	imc.c	/^void init_desc()$/
init_hash_table	hunt.c	/^void init_hash_table(struct hash_header	*ht,int re/
init_mm	db.c	/^void init_mm( )$/
init_socket	comm.c	/^int init_socket( int port )$/
init_world	hunt.c	/^void init_world(ROOM_INDEX_DATA *room_db[])$/
insert_warchart	war.c	/^void insert_warchart ( CHAR_DATA *ch, int pos )$/
inspect_warchart	war.c	/^void inspect_warchart ( CHAR_DATA *ch )$/
interpolate	db.c	/^int interpolate( int level, int value_00, int valu/
interpret	interp.c	/^void interpret( CHAR_DATA *ch, char *argument )$/
is_affected	handler.c	/^bool is_affected( CHAR_DATA *ch, int sn )$/
is_clansman	handler.c	/^bool is_clansman(CHAR_DATA *ch, CHAR_DATA *victim)/
is_disguised	handler.c	/^bool is_disguised ( CHAR_DATA *ch )$/
is_drunk	handler.c	/^bool is_drunk ( CHAR_DATA *ch )$/
is_enemy	handler.c	/^bool is_enemy(CHAR_DATA *ch, CHAR_DATA *victim)$/
is_friend	handler.c	/^bool is_friend(CHAR_DATA *ch, CHAR_DATA *victim)$/
is_in_clan_room	clan.c	/^bool is_in_clan_room ( CHAR_DATA *ch )$/
is_leader	clan.c	/^bool is_leader( CHAR_DATA *ch, int clan )$/
is_name	handler.c	/^bool is_name ( char *str, char *namelist )$/
is_name_prefix	handler.c	/^bool is_name_prefix( char *str, char *namelist )$/
is_night	handler.c	/^bool is_night ( void )$/
is_note_to	act_comm.c	/^bool is_note_to( CHAR_DATA *ch, NOTE_DATA *pnote )/
is_number	interp.c	/^bool is_number ( char *arg )$/
is_old_mob	handler.c	/^bool is_old_mob(CHAR_DATA *ch)$/
is_pfile_corrupted	handler.c	/^bool is_pfile_corrupted ( CHAR_DATA *ch )$/
is_rconnected	imc.c	/^int is_rconnected( char *name )$/
is_safe	fight.c	/^bool is_safe(CHAR_DATA *ch, CHAR_DATA *victim )$/
is_safe_spell	fight.c	/^bool is_safe_spell(CHAR_DATA *ch, CHAR_DATA *victi/
is_same_group	act_comm.c	/^bool is_same_group( CHAR_DATA *ach, CHAR_DATA *bch/
is_same_room	act_comm.c	/^bool is_same_room( CHAR_DATA *ach, CHAR_DATA *bch /
is_spell	magic.c	/^bool is_spell( int sn )$/
isascii	comm.c	/^#define	isascii(c)		( (c) < 0200 )$/
item_name_type	bit.c	/^int item_name_type( char *name )$/
item_type_name	handler.c	/^char *item_type_name( OBJ_DATA *obj )$/
item_type_name_olc	bit.c	/^char *item_type_name_olc( int item_type )$/
lastparam	imc.c	/^char *lastparam( char *argument )$/
list_group_chosen	skills.c	/^void list_group_chosen(CHAR_DATA *ch)$/
list_group_costs	skills.c	/^void list_group_costs(CHAR_DATA *ch)$/
load_VRMob	vrml.c	/^void load_VRMob ( FILE *fp, MOB_INDEX_DATA *pMobIn/
load_VRObj	vrml.c	/^void load_VRObj ( FILE *fp, OBJ_INDEX_DATA *pObjIn/
load_VRRoom	vrml.c	/^void load_VRRoom ( FILE *fp, ROOM_INDEX_DATA *pRoo/
load_area	db.c	/^void load_area( FILE *fp )$/
load_bbs	db.c	/^void load_bbs ( char *argument )$/
load_bbs_newsgroup	db.c	/^void load_bbs_newsgroup( int newsgroup )$/
load_char_obj	save.c	/^bool load_char_obj( DESCRIPTOR_DATA *d, char *name/
load_clan	save.c	/^void load_clan( int clan )$/
load_helps	db.c	/^void load_helps( FILE *fp )$/
load_mobiles	db2.c	/^void load_mobiles( FILE *fp )$/
load_mobprogs	db.c	/^void load_mobprogs( FILE *fp )$/
load_objects	db2.c	/^void load_objects( FILE *fp )$/
load_objprogs	db.c	/^void load_objprogs( FILE *fp )$/
load_old_mob	db.c	/^void load_old_mob( FILE *fp )$/
load_old_obj	db.c	/^void load_old_obj( FILE *fp )$/
load_qmob	act_wiz.c	/^void load_qmob ( CHAR_DATA *ch, char *argument )$/
load_qobj	act_wiz.c	/^void load_qobj ( CHAR_DATA *ch, char *argument )$/
load_qobj_cards	act_wiz.c	/^void load_qobj_cards ( CHAR_DATA *ch )$/
load_quest_mobs	quest.c	/^void load_quest_mobs ( void )$/
load_quest_objs	quest.c	/^void load_quest_objs ( void )$/
load_resets	db.c	/^void load_resets( FILE *fp )$/
load_rmud	imc.c	/^void load_rmud()$/
load_rooms	db.c	/^void load_rooms( FILE *fp )$/
load_shops	db.c	/^void load_shops( FILE *fp )$/
load_socials	db2.c	/^void load_socials( FILE *fp)$/
load_specials	db.c	/^void load_specials( FILE *fp )$/
load_warchart	war.c	/^void load_warchart ( void )$/
log_ap	db.c	/^void log_ap( const char *str )$/
log_lvl	db.c	/^void log_lvl( const char *str )$/
log_string	db.c	/^void log_string( const char *str )$/
log_warn	db.c	/^void log_warn ( const char *str, CHAR_DATA *ch )$/
madness_attack	fight.c	/^void madness_attack( CHAR_DATA *ch, CHAR_DATA *vic/
magic_area	magic2.c	/^void magic_area ( int sn, int level, CHAR_DATA *ch/
make_corpse	fight.c	/^void make_corpse( CHAR_DATA *ch )$/
mana_cost	magic.c	/^int mana_cost (CHAR_DATA *ch, int min_mana, int le/
mana_gain	update.c	/^int mana_gain( CHAR_DATA *ch )$/
material_lookup	handler.c	/^int material_lookup (const char *name)$/
maxfilelimit	db.c	/^void maxfilelimit()$/
min_fund_needed	clan.c	/^int min_fund_needed ( int clan )$/
missile_hit	fight.c	/^int missile_hit( CHAR_DATA *ch, CHAR_DATA *victim,/
mload	act_wiz.c	/^void mload( CHAR_DATA *ch, char *argument, bool fQ/
mob_hit	fight.c	/^void mob_hit (CHAR_DATA *ch, CHAR_DATA *victim, in/
mobile_update	update.c	/^void mobile_update( void )$/
move_char	act_move.c	/^void move_char( CHAR_DATA *ch, int door, bool char/
move_gain	update.c	/^int move_gain( CHAR_DATA *ch )$/
mprog_act_trigger	mob_prog.c	/^void mprog_act_trigger( char *buf, CHAR_DATA *mob,/
mprog_bribe_trigger	mob_prog.c	/^void mprog_bribe_trigger( CHAR_DATA *mob, CHAR_DAT/
mprog_death_trigger	mob_prog.c	/^void mprog_death_trigger( CHAR_DATA *mob )$/
mprog_do_ifchck	mob_prog.c	/^bool mprog_do_ifchck( char *ifchck, CHAR_DATA *mob/
mprog_driver	mob_prog.c	/^void mprog_driver ( char *com_list, CHAR_DATA *mob/
mprog_entry_trigger	mob_prog.c	/^void mprog_entry_trigger( CHAR_DATA *mob )$/
mprog_fight_trigger	mob_prog.c	/^void mprog_fight_trigger( CHAR_DATA *mob, CHAR_DAT/
mprog_file_read	db.c	/^MPROG_DATA* mprog_file_read( char *f, MPROG_DATA */
mprog_give_trigger	mob_prog.c	/^void mprog_give_trigger( CHAR_DATA *mob, CHAR_DATA/
mprog_greet_trigger	mob_prog.c	/^void mprog_greet_trigger( CHAR_DATA *ch )$/
mprog_hitprcnt_trigger	mob_prog.c	/^void mprog_hitprcnt_trigger( CHAR_DATA *mob, CHAR_/
mprog_name_to_type	db.c	/^int mprog_name_to_type ( char *name )$/
mprog_next_command	mob_prog.c	/^char *mprog_next_command( char *clist )$/
mprog_percent_check	mob_prog.c	/^void mprog_percent_check( CHAR_DATA *mob, CHAR_DAT/
mprog_process_cmnd	mob_prog.c	/^void mprog_process_cmnd( char *cmnd, CHAR_DATA *mo/
mprog_process_if	mob_prog.c	/^char *mprog_process_if( char *ifchck, char *com_li/
mprog_random_trigger	mob_prog.c	/^void mprog_random_trigger( CHAR_DATA *mob )$/
mprog_read_programs	db.c	/^void mprog_read_programs( FILE *fp, MOB_INDEX_DATA/
mprog_seval	mob_prog.c	/^bool mprog_seval( char *lhs, char *opr, char *rhs /
mprog_speech_trigger	mob_prog.c	/^void mprog_speech_trigger( char *txt, CHAR_DATA *m/
mprog_translate	mob_prog.c	/^void mprog_translate( char ch, char *t, CHAR_DATA /
mprog_type_to_name	mob_commands.c	/^char *mprog_type_to_name( int type )$/
mprog_veval	mob_prog.c	/^bool mprog_veval( int lhs, char *opr, int rhs )$/
mprog_wordlist_check	mob_prog.c	/^void mprog_wordlist_check( char *arg, CHAR_DATA *m/
multi_hit	fight.c	/^void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, /
nanny	comm.c	/^void nanny( DESCRIPTOR_DATA *d, char *argument )$/
new_descriptor	comm.c	/^void new_descriptor( int control )$/
new_inconnection	imc.c	/^void new_inconnection( int control )$/
new_load_area	db.c	/^void new_load_area( FILE *fp )$/
new_outconnection	imc.c	/^int new_outconnection( char *address, int port )$/
new_path	imc.c	/^RMUD_PATH *new_path()$/
newsgroup_lookup	handler.c	/^int newsgroup_lookup(const char *name)$/
next_unused_mob_vnum	quest.c	/^int next_unused_mob_vnum ( )$/
nocolor	custom_imc.c	/^char *nocolor( char *argument )$/
note_attach	act_comm.c	/^void note_attach( CHAR_DATA *ch )$/
note_delete	act_comm.c	/^void note_delete( NOTE_DATA *pnote, int newsgroup_/
note_remove	act_comm.c	/^void note_remove( CHAR_DATA *ch, NOTE_DATA *pnote,/
note_save	act_comm.c	/^void note_save ( CHAR_DATA *ch, NOTE_DATA *pnote, /
nuke_pets	act_comm.c	/^void nuke_pets( CHAR_DATA *ch )$/
number_argument	interp.c	/^int number_argument( char *argument, char *arg )$/
number_bits	db.c	/^int number_bits( int width )$/
number_door	db.c	/^int number_door( void )$/
number_fuzzy	db.c	/^int number_fuzzy( int number )$/
number_mm	db.c	/^int number_mm( void )$/
number_percent	db.c	/^int number_percent( void )$/
number_range	db.c	/^int number_range( int from, int to )$/
obj_cast_spell	magic.c	/^void obj_cast_spell( int sn, int level, CHAR_DATA /
obj_check	act_wiz.c	/^bool obj_check (CHAR_DATA *ch, OBJ_DATA *obj)$/
obj_condition	handler.c	/^char *obj_condition( OBJ_DATA *obj )$/
obj_damage	act_obj.c	/^void obj_damage( char* short_descr, int sn, int le/
obj_from_char	handler.c	/^void obj_from_char( OBJ_DATA *obj )$/
obj_from_obj	handler.c	/^void obj_from_obj( OBJ_DATA *obj )$/
obj_from_room	handler.c	/^void obj_from_room( OBJ_DATA *obj )$/
obj_to_char	handler.c	/^void obj_to_char( OBJ_DATA *obj, CHAR_DATA *ch )$/
obj_to_obj	handler.c	/^void obj_to_obj( OBJ_DATA *obj, OBJ_DATA *obj_to )/
obj_to_room	handler.c	/^void obj_to_room( OBJ_DATA *obj, ROOM_INDEX_DATA */
obj_update	update.c	/^void obj_update( void )$/
off_bit_name	handler.c	/^char *off_bit_name(int off_flags)$/
oload	act_wiz.c	/^void oload ( CHAR_DATA *ch, char *argument, bool f/
one_argument	interp.c	/^char *one_argument( char *argument, char *arg_firs/
one_hit	fight.c	/^bool one_hit( CHAR_DATA *ch, CHAR_DATA *victim, in/
oprog_do_ifchck	obj_prog.c	/^bool oprog_do_ifchck( char *ifchck, OBJ_DATA *obj,/
oprog_driver	obj_prog.c	/^void oprog_driver ( char *com_list, OBJ_DATA *obj,/
oprog_file_read	db.c	/^OPROG_DATA* oprog_file_read( char *f, OPROG_DATA */
oprog_name_to_type	db.c	/^int oprog_name_to_type ( char *name )$/
oprog_next_command	obj_prog.c	/^char *oprog_next_command( char *clist )$/
oprog_percent_check	obj_prog.c	/^void oprog_percent_check( OBJ_DATA *obj, CHAR_DATA/
oprog_process_cmnd	obj_prog.c	/^void oprog_process_cmnd( char *cmnd, OBJ_DATA *obj/
oprog_process_if	obj_prog.c	/^char *oprog_process_if( char *ifchck, char *com_li/
oprog_random_trigger	obj_prog.c	/^void oprog_random_trigger( OBJ_DATA *obj )$/
oprog_read_programs	db.c	/^void oprog_read_programs( FILE *fp, OBJ_INDEX_DATA/
oprog_say_trigger	obj_prog.c	/^void oprog_say_trigger( char* txt, CHAR_DATA *ch )/
oprog_seval	obj_prog.c	/^bool oprog_seval( char *lhs, char *opr, char *rhs /
oprog_translate	obj_prog.c	/^void oprog_translate( char ch, char *t, OBJ_DATA */
oprog_trigger	obj_prog.c	/^void oprog_trigger( OBJ_DATA *obj, CHAR_DATA *ch, /
oprog_type_to_name	obj_prog.c	/^char *oprog_type_to_name( int type )$/
oprog_veval	obj_prog.c	/^bool oprog_veval( int lhs, char *opr, int rhs )$/
oprog_wordlist_check	obj_prog.c	/^void oprog_wordlist_check( char *arg, OBJ_DATA *ob/
page_to_char	comm.c	/^void page_to_char( const char *txt, CHAR_DATA *ch /
parse_gen_groups	skills.c	/^bool parse_gen_groups(CHAR_DATA *ch,char *argument/
part_bit_name	handler.c	/^char *part_bit_name(int part_flags)$/
pcount	act_info.c	/^int  pcount ( void )$/
preformat	imc.c	/^char *preformat( char *argument )$/
process_auction	act_comm.c	/^void process_auction()$/
process_command	imc.c	/^void process_command( int desc )$/
process_output	comm.c	/^bool process_output( DESCRIPTOR_DATA *d, bool fPro/
race_lookup	handler.c	/^int race_lookup (const char *name)$/
raw_kill	fight.c	/^void raw_kill( CHAR_DATA *victim )$/
rcan_see_object	custom_imc.c	/^bool rcan_see_object( OBJ_DATA *obj )$/
rcan_see_victim	custom_imc.c	/^bool rcan_see_victim( CHAR_DATA *victim )$/
read_from_buffer	comm.c	/^void read_from_buffer( DESCRIPTOR_DATA *d )$/
read_from_descriptor	comm.c	/^bool read_from_descriptor( DESCRIPTOR_DATA *d )$/
read_from_rbuffer	imc.c	/^void read_from_rbuffer( int desc )$/
read_from_rmudesc	imc.c	/^bool read_from_rmudesc( int desc )$/
recursive_clone	act_wiz.c	/^void recursive_clone(CHAR_DATA *ch, OBJ_DATA *obj,/
remove_member	war.c	/^void remove_member(CHAR_DATA * ch)$/
remove_obj	act_obj.c	/^bool remove_obj( CHAR_DATA *ch, int iWear, bool fR/
repair_all	act_obj.c	/^void repair_all ( CHAR_DATA *ch, char *argument )$/
repair_building	act_obj.c	/^void repair_building ( CHAR_DATA *ch, char *arg )$/
repair_cost	act_obj.c	/^int repair_cost ( CHAR_DATA *ch, OBJ_DATA *obj )$/
reset_area	db.c	/^void reset_area( AREA_DATA *pArea )$/
reset_char	handler.c	/^void reset_char(CHAR_DATA *ch)$/
reset_room	handler.c	/^void reset_room(ROOM_INDEX_DATA *room)$/
rfc931	authid.c	/^char   *rfc931(rmt_sin, our_sin)$/
rmud_autoconnect	imc.c	/^void rmud_autoconnect()$/
rmud_broadcast	rmud.c	/^void rmud_broadcast( char *argument )$/
rmud_connect	rmud.c	/^void rmud_connect( int ninfo )$/
rmud_pecho	rmud.c	/^CHAR_DATA *rmud_pecho( char *name, char *argument /
rmud_process	imc.c	/^void rmud_process( int control )$/
rmud_rbroadcast	rmud.c	/^void rmud_rbroadcast( char *argument, int ignore, /
rmud_req	custom_imc.c	/^char *rmud_req( char *argument )$/
rmud_who	custom_imc.c	/^char *rmud_who( char *argument )$/
room_bit_name	bit.c	/^char *room_bit_name( int room_flags )$/
room_enter	hunt.c	/^int room_enter(ROOM_INDEX_DATA *rb[],int key,ROOM_/
room_find	hunt.c	/^ROOM_INDEX_DATA *room_find(ROOM_INDEX_DATA *room_d/
room_find_or_create	hunt.c	/^ROOM_INDEX_DATA *room_find_or_create(ROOM_INDEX_DA/
room_is_dark	handler.c	/^bool room_is_dark( ROOM_INDEX_DATA *pRoomIndex )$/
room_is_private	handler.c	/^bool room_is_private( ROOM_INDEX_DATA *pRoomIndex /
room_iterate	hunt.c	/^void room_iterate(ROOM_INDEX_DATA *rb[],void (*fun/
room_name_bit	bit.c	/^int room_name_bit( char* buf )$/
room_remove	hunt.c	/^int room_remove(ROOM_INDEX_DATA *rb[],int key)$/
save_char_obj	save.c	/^void save_char_obj( CHAR_DATA *ch )$/
save_clan	save.c	/^void save_clan( int clan )$/
save_quest_mobs	quest.c	/^void save_quest_mobs ( void )$/
save_quest_objs	quest.c	/^void save_quest_objs ( void )$/
save_warchart	war.c	/^void save_warchart ( void )$/
saves_dispel	magic.c	/^bool saves_dispel( int dis_level, int spell_level,/
saves_spell	magic.c	/^bool saves_spell( int level, CHAR_DATA *victim )$/
say_spell	magic.c	/^void say_spell( CHAR_DATA *ch, int sn )$/
scan	act_info.c	/^void scan( CHAR_DATA *ch, int door )$/
sector_name	bit.c	/^char *sector_name( int sect )$/
sector_number	bit.c	/^int sector_number( char *argument )$/
send_auction	act_comm.c	/^void send_auction( char *argument )$/
send_to_char	comm.c	/^void send_to_char( const char *txt, CHAR_DATA *ch /
set_disguise_aff_bits	act_move.c	/^long set_disguise_aff_bits ( CHAR_DATA *victim )$/
set_fighting	fight.c	/^void set_fighting( CHAR_DATA *ch, CHAR_DATA *victi/
set_obj_serial	handler.c	/^void set_obj_serial( OBJ_DATA *obj, unsigned int s/
set_title	act_info.c	/^void set_title( CHAR_DATA *ch, char *title )$/
show_char_to_char	act_info.c	/^void show_char_to_char( CHAR_DATA *list, CHAR_DATA/
show_char_to_char_0	act_info.c	/^void show_char_to_char_0( CHAR_DATA *victim, CHAR_/
show_char_to_char_1	act_info.c	/^void show_char_to_char_1( CHAR_DATA *victim, CHAR_/
show_list_to_char	act_info.c	/^void show_list_to_char( OBJ_DATA *list, CHAR_DATA /
show_string	comm.c	/^void show_string(struct descriptor_data *d, char */
skill_lookup	magic.c	/^int skill_lookup( const char *name )$/
slot_lookup	magic.c	/^int slot_lookup( int slot )$/
smash_tilde	db.c	/^void smash_tilde( char *str )$/
sneak_chance	act_move.c	/^int sneak_chance( int size, int skill )$/
song_lookup	harp.c	/^int song_lookup( const char *name )$/
song_slot_lookup	harp.c	/^int song_slot_lookup( int song )$/
songs_affect_bit_name	handler.c	/^char *songs_affect_bit_name( int vector )$/
spec_angel	special.c	/^bool spec_angel( CHAR_DATA *ch )$/
spec_bank_guard	special.c	/^bool spec_bank_guard( CHAR_DATA *ch )$/
spec_boulder	special.c	/^bool spec_boulder( CHAR_DATA *ch )$/
spec_breath_acid	special.c	/^bool spec_breath_acid( CHAR_DATA *ch )$/
spec_breath_any	special.c	/^bool spec_breath_any( CHAR_DATA *ch )$/
spec_breath_fire	special.c	/^bool spec_breath_fire( CHAR_DATA *ch )$/
spec_breath_frost	special.c	/^bool spec_breath_frost( CHAR_DATA *ch )$/
spec_breath_gas	special.c	/^bool spec_breath_gas( CHAR_DATA *ch )$/
spec_breath_lightning	special.c	/^bool spec_breath_lightning( CHAR_DATA *ch )$/
spec_cast_adept	special.c	/^bool spec_cast_adept( CHAR_DATA *ch )$/
spec_cast_cleric	special.c	/^bool spec_cast_cleric( CHAR_DATA *ch )$/
spec_cast_judge	special.c	/^bool spec_cast_judge( CHAR_DATA *ch )$/
spec_cast_mage	special.c	/^bool spec_cast_mage( CHAR_DATA *ch )$/
spec_cast_psionic	special.c	/^bool spec_cast_psionic( CHAR_DATA *ch )$/
spec_cast_undead	special.c	/^bool spec_cast_undead( CHAR_DATA *ch )$/
spec_clan_guard	special.c	/^bool spec_clan_guard( CHAR_DATA *ch )$/
spec_clan_guardian	special.c	/^bool spec_clan_guardian( CHAR_DATA *ch )$/
spec_clan_healer1	special.c	/^bool spec_clan_healer1( CHAR_DATA *ch )$/
spec_clan_healer2	special.c	/^bool spec_clan_healer2( CHAR_DATA *ch )$/
spec_clan_healer3	special.c	/^bool spec_clan_healer3( CHAR_DATA *ch )$/
spec_clan_healer4	special.c	/^bool spec_clan_healer4( CHAR_DATA *ch )$/
spec_clan_healer5	special.c	/^bool spec_clan_healer5( CHAR_DATA *ch )$/
spec_clan_healer6	special.c	/^bool spec_clan_healer6( CHAR_DATA *ch )$/
spec_clan_healer7	special.c	/^bool spec_clan_healer7( CHAR_DATA *ch )$/
spec_executioner	special.c	/^bool spec_executioner( CHAR_DATA *ch )$/
spec_fido	special.c	/^bool spec_fido( CHAR_DATA *ch )$/
spec_fight_warrior	special.c	/^bool spec_fight_warrior( CHAR_DATA *ch) \/* Snowdr/
spec_guard	special.c	/^bool spec_guard( CHAR_DATA *ch )$/
spec_guard_white	special.c	/^bool spec_guard_white( CHAR_DATA *ch )$/
spec_hunt_executioner	special.c	/^bool spec_hunt_executioner( CHAR_DATA *ch )$/
spec_janitor	special.c	/^bool spec_janitor( CHAR_DATA *ch )$/
spec_kitty	special.c	/^bool spec_kitty( CHAR_DATA *ch )$/
spec_kungfu_poison	special.c	/^bool spec_kungfu_poison( CHAR_DATA *ch )$/
spec_lookup	special.c	/^SPEC_FUN *spec_lookup( const char *name )$/
spec_mayor	special.c	/^bool spec_mayor( CHAR_DATA *ch )$/
spec_name	special.c	/^char *spec_name ( SPEC_FUN *spec )$/
spec_poison	special.c	/^bool spec_poison( CHAR_DATA *ch )$/
spec_puff	special.c	/^bool spec_puff( CHAR_DATA *ch )$/
spec_thief	special.c	/^bool spec_thief( CHAR_DATA *ch )$/
spell_acid_blast	magic.c	/^void spell_acid_blast( int sn, int level, CHAR_DAT/
spell_acid_breath	magic.c	/^void spell_acid_breath( int sn, int level, CHAR_DA/
spell_adrenaline_control	magic.c	/^void spell_adrenaline_control ( int sn, int level,/
spell_agitation	magic.c	/^void spell_agitation ( int sn, int level, CHAR_DAT/
spell_animate_dead	magic.c	/^void spell_animate_dead(int sn, int level, CHAR_DA/
spell_antigravity	magic2.c	/^void spell_antigravity ( int sn, int level, CHAR_D/
spell_antimetabolism	magic2.c	/^void spell_antimetabolism ( int sn, int level, CHA/
spell_armagedon	magic.c	/^void spell_armagedon( int sn, int level, CHAR_DATA/
spell_armor	magic.c	/^void spell_armor( int sn, int level, CHAR_DATA *ch/
spell_aura_sight	magic.c	/^void spell_aura_sight ( int sn, int level, CHAR_DA/
spell_awe	magic.c	/^void spell_awe ( int sn, int level, CHAR_DATA *ch,/
spell_ballistic_attack	magic.c	/^void spell_ballistic_attack ( int sn, int level, C/
spell_barkskin	magic.c	/^void spell_barkskin( int sn, int level, CHAR_DATA /
spell_bearcall	magic2.c	/^void spell_bearcall ( int sn, int level, CHAR_DATA/
spell_befuddle	magic2.c	/^void spell_befuddle ( int sn, int level, CHAR_DATA/
spell_biofeedback	magic.c	/^void spell_biofeedback ( int sn, int level, CHAR_D/
spell_bless	magic.c	/^void spell_bless( int sn, int level, CHAR_DATA *ch/
spell_bless_weapon	magic.c	/^void spell_bless_weapon( int sn, int level, CHAR_D/
spell_blindness	magic.c	/^void spell_blindness( int sn, int level, CHAR_DATA/
spell_blink	magic.c	/^void spell_blink( int sn, int level, CHAR_DATA *ch/
spell_brass_cloak	magic2.c	/^void spell_brass_cloak ( int sn, int level, CHAR_D/
spell_bronze_cloak	magic2.c	/^void spell_bronze_cloak ( int sn, int level, CHAR_/
spell_burning_hands	magic.c	/^void spell_burning_hands( int sn, int level, CHAR_/
spell_call_lightning	magic.c	/^void spell_call_lightning( int sn, int level, CHAR/
spell_calm	magic.c	/^void spell_calm( int sn, int level, CHAR_DATA *ch,/
spell_cancellation	magic.c	/^void spell_cancellation( int sn, int level, CHAR_D/
spell_cause_critical	magic.c	/^void spell_cause_critical( int sn, int level, CHAR/
spell_cause_light	magic.c	/^void spell_cause_light( int sn, int level, CHAR_DA/
spell_cause_serious	magic.c	/^void spell_cause_serious( int sn, int level, CHAR_/
spell_cell_adjustment	magic.c	/^void spell_cell_adjustment ( int sn, int level, CH/
spell_chain_lightning	magic.c	/^void spell_chain_lightning(int sn, int level, CHAR/
spell_change_sex	magic.c	/^void spell_change_sex( int sn, int level, CHAR_DAT/
spell_charm_person	magic.c	/^void spell_charm_person( int sn, int level, CHAR_D/
spell_chill_touch	magic.c	/^void spell_chill_touch( int sn, int level, CHAR_DA/
spell_clanarmor	magic.c	/^void spell_clanarmor(int sn, int level, CHAR_DATA /
spell_clanbless	magic.c	/^void spell_clanbless(int sn, int level, CHAR_DATA /
spell_clansanc	magic.c	/^void spell_clansanc(int sn, int level, CHAR_DATA */
spell_clanshield	magic.c	/^void spell_clanshield(int sn, int level, CHAR_DATA/
spell_colour_spray	magic.c	/^void spell_colour_spray( int sn, int level, CHAR_D/
spell_combat_mind	magic.c	/^void spell_combat_mind ( int sn, int level, CHAR_D/
spell_complete_healing	magic.c	/^void spell_complete_healing ( int sn, int level, C/
spell_confusion	magic2.c	/^void spell_confusion ( int sn, int level, CHAR_DAT/
spell_continual_light	magic.c	/^void spell_continual_light( int sn, int level, CHA/
spell_control_flames	magic.c	/^void spell_control_flames ( int sn, int level, CHA/
spell_control_weather	magic.c	/^void spell_control_weather( int sn, int level, CHA/
spell_copper_cloak	magic2.c	/^void spell_copper_cloak ( int sn, int level, CHAR_/
spell_create_food	magic.c	/^void spell_create_food( int sn, int level, CHAR_DA/
spell_create_sound	magic.c	/^void spell_create_sound ( int sn, int level, CHAR_/
spell_create_spring	magic.c	/^void spell_create_spring( int sn, int level, CHAR_/
spell_create_water	magic.c	/^void spell_create_water( int sn, int level, CHAR_D/
spell_cure_blindness	magic.c	/^void spell_cure_blindness( int sn, int level, CHAR/
spell_cure_critical	magic.c	/^void spell_cure_critical( int sn, int level, CHAR_/
spell_cure_disease	magic.c	/^void spell_cure_disease( int sn, int level, CHAR_D/
spell_cure_light	magic.c	/^void spell_cure_light( int sn, int level, CHAR_DAT/
spell_cure_poison	magic.c	/^void spell_cure_poison( int sn, int level, CHAR_DA/
spell_cure_serious	magic.c	/^void spell_cure_serious( int sn, int level, CHAR_D/
spell_curse	magic.c	/^void spell_curse( int sn, int level, CHAR_DATA *ch/
spell_death_field	magic.c	/^void spell_death_field ( int sn, int level, CHAR_D/
spell_demonfire	magic.c	/^void spell_demonfire(int sn, int level, CHAR_DATA /
spell_detect_evil	magic.c	/^void spell_detect_evil( int sn, int level, CHAR_DA/
spell_detect_hidden	magic.c	/^void spell_detect_hidden( int sn, int level, CHAR_/
spell_detect_invis	magic.c	/^void spell_detect_invis( int sn, int level, CHAR_D/
spell_detect_magic	magic.c	/^void spell_detect_magic( int sn, int level, CHAR_D/
spell_detect_poison	magic.c	/^void spell_detect_poison( int sn, int level, CHAR_/
spell_detonate	magic.c	/^void spell_detonate ( int sn, int level, CHAR_DATA/
spell_disintegrate	magic.c	/^void spell_disintegrate ( int sn, int level, CHAR_/
spell_dispel	magic.c	/^void spell_dispel( int sn, int level, CHAR_DATA *c/
spell_dispel_magic	magic.c	/^void spell_dispel_magic( int sn, int level, CHAR_D/
spell_displacement	magic.c	/^void spell_displacement ( int sn, int level, CHAR_/
spell_domination	magic.c	/^void spell_domination ( int sn, int level, CHAR_DA/
spell_dragonfly_wings	magic2.c	/^void spell_dragonfly_wings ( int sn, int level, CH/
spell_earthquake	magic.c	/^void spell_earthquake( int sn, int level, CHAR_DAT/
spell_ectoplasmic_form	magic.c	/^void spell_ectoplasmic_form ( int sn, int level, C/
spell_ego_whip	magic.c	/^void spell_ego_whip ( int sn, int level, CHAR_DATA/
spell_elemental	magic.c	/^void spell_elemental(int sn, int level, CHAR_DATA /
spell_enchant_armor	magic.c	/^void spell_enchant_armor( int sn, int level, CHAR_/
spell_enchant_weapon	magic.c	/^void spell_enchant_weapon( int sn, int level, CHAR/
spell_energy_containment	magic.c	/^void spell_energy_containment ( int sn, int level,/
spell_energy_drain	magic.c	/^void spell_energy_drain( int sn, int level, CHAR_D/
spell_envy	magic2.c	/^void spell_envy ( int sn, int level, CHAR_DATA *ch/
spell_faerie_fire	magic.c	/^void spell_faerie_fire( int sn, int level, CHAR_DA/
spell_faerie_fog	magic.c	/^void spell_faerie_fog( int sn, int level, CHAR_DAT/
spell_fairy_steps	magic2.c	/^void spell_fairy_steps( int sn, int level, CHAR_DA/
spell_farsight	magic.c	/^void spell_farsight(int sn, int level, CHAR_DATA */
spell_feeblemind	magic2.c	/^void spell_feeblemind ( int sn, int level, CHAR_DA/
spell_fire_breath	magic.c	/^void spell_fire_breath( int sn, int level, CHAR_DA/
spell_fireball	magic.c	/^void spell_fireball( int sn, int level, CHAR_DATA /
spell_fireshield	magic.c	/^void spell_fireshield( int sn, int level, CHAR_DAT/
spell_flamestrike	magic.c	/^void spell_flamestrike( int sn, int level, CHAR_DA/
spell_flesh_armor	magic.c	/^void spell_flesh_armor ( int sn, int level, CHAR_D/
spell_fly	magic.c	/^void spell_fly( int sn, int level, CHAR_DATA *ch, /
spell_frenzy	magic.c	/^void spell_frenzy(int sn, int level, CHAR_DATA *ch/
spell_frost_breath	magic.c	/^void spell_frost_breath( int sn, int level, CHAR_D/
spell_gas_breath	magic.c	/^void spell_gas_breath( int sn, int level, CHAR_DAT/
spell_gate	magic.c	/^void spell_gate( int sn, int level, CHAR_DATA *ch,/
spell_gate_party	magic.c	/^void spell_gate_party( int sn, int level, CHAR_DAT/
spell_general_purpose	magic.c	/^void spell_general_purpose( int sn, int level, CHA/
spell_giant_strength	magic.c	/^void spell_giant_strength( int sn, int level, CHAR/
spell_gluttony	magic2.c	/^void spell_gluttony ( int sn, int level, CHAR_DATA/
spell_goldenskin	magic.c	/^void spell_goldenskin( int sn, int level, CHAR_DAT/
spell_greed	magic2.c	/^void spell_greed ( int sn, int level, CHAR_DATA *c/
spell_hailstones	magic.c	/^void spell_hailstones( int sn, int level, CHAR_DAT/
spell_harm	magic.c	/^void spell_harm( int sn, int level, CHAR_DATA *ch,/
spell_haste	magic.c	/^void spell_haste( int sn, int level, CHAR_DATA *ch/
spell_heal	magic.c	/^void spell_heal( int sn, int level, CHAR_DATA *ch,/
spell_health_boost	magic.c	/^void spell_health_boost( int sn, int level, CHAR_D/
spell_high_explosive	magic.c	/^void spell_high_explosive( int sn, int level, CHAR/
spell_holy_heal	magic.c	/^void spell_holy_heal( int sn, int level, CHAR_DATA/
spell_holy_intervention	magic2.c	/^void spell_holy_intervention ( int sn, int level, /
spell_holy_word	magic.c	/^void spell_holy_word(int sn, int level, CHAR_DATA /
spell_iceball	magic.c	/^void spell_iceball( int sn, int level, CHAR_DATA */
spell_identify	magic.c	/^void spell_identify( int sn, int level, CHAR_DATA /
spell_inertial_barrier	magic.c	/^void spell_inertial_barrier ( int sn, int level, C/
spell_inflict_pain	magic.c	/^void spell_inflict_pain ( int sn, int level, CHAR_/
spell_infravision	magic.c	/^void spell_infravision( int sn, int level, CHAR_DA/
spell_intellect_fortress	magic.c	/^void spell_intellect_fortress ( int sn, int level,/
spell_invis	magic.c	/^void spell_invis( int sn, int level, CHAR_DATA *ch/
spell_ki_focussing	magic.c	/^void spell_ki_focussing( int sn, int level, CHAR_D/
spell_killer_bees	magic.c	/^void spell_killer_bees( int sn, int level, CHAR_DA/
spell_know_alignment	magic.c	/^void spell_know_alignment( int sn, int level, CHAR/
spell_lend_health	magic.c	/^void spell_lend_health ( int sn, int level, CHAR_D/
spell_levitation	magic.c	/^void spell_levitation ( int sn, int level, CHAR_DA/
spell_lightning_bolt	magic.c	/^void spell_lightning_bolt( int sn, int level, CHAR/
spell_lightning_breath	magic.c	/^void spell_lightning_breath( int sn, int level, CH/
spell_locate_object	magic.c	/^void spell_locate_object( int sn, int level, CHAR_/
spell_locust_swarm	magic.c	/^void spell_locust_swarm( int sn, int level, CHAR_D/
spell_lust	magic2.c	/^void spell_lust ( int sn, int level, CHAR_DATA *ch/
spell_magic_lock	magic.c	/^void spell_magic_lock( int sn, int level, CHAR_DAT/
spell_magic_missile	magic.c	/^void spell_magic_missile( int sn, int level, CHAR_/
spell_magik_bones	magic2.c	/^void spell_magik_bones ( int sn, int level, CHAR_D/
spell_mana	magic.c	/^void spell_mana(int sn, int level, CHAR_DATA *ch, /
spell_mass_healing	magic.c	/^void spell_mass_healing(int sn, int level, CHAR_DA/
spell_mass_invis	magic.c	/^void spell_mass_invis( int sn, int level, CHAR_DAT/
spell_mental_barrier	magic.c	/^void spell_mental_barrier ( int sn, int level, CHA/
spell_mfly	magic.c	/^void spell_mfly(int sn, int level, CHAR_DATA *ch, /
spell_mind_thrust	magic.c	/^void spell_mind_thrust ( int sn, int level, CHAR_D/
spell_mirror_image	magic2.c	/^void spell_mirror_image ( int sn, int level, CHAR_/
spell_moonlight_heal	magic2.c	/^void spell_moonlight_heal ( int sn, int level, CHA/
spell_msanc	magic.c	/^void spell_msanc(int sn, int level, CHAR_DATA *ch,/
spell_mswarm	magic.c	/^void spell_mswarm( int sn, int level, CHAR_DATA *c/
spell_null	magic.c	/^void spell_null( int sn, int level, CHAR_DATA *ch,/
spell_nullify	magic2.c	/^void spell_nullify ( int sn, int level, CHAR_DATA /
spell_pass_door	magic.c	/^void spell_pass_door( int sn, int level, CHAR_DATA/
spell_pestilence	magic.c	/^void spell_pestilence( int sn, int level, CHAR_DAT/
spell_phantom_armor	magic.c	/^void spell_phantom_armor(int sn, int level, CHAR_D/
spell_plague	magic.c	/^void spell_plague( int sn, int level, CHAR_DATA *c/
spell_poison	magic.c	/^void spell_poison( int sn, int level, CHAR_DATA *c/
spell_prayers	magic2.c	/^void spell_prayers ( int sn, int level, CHAR_DATA /
spell_pride	magic2.c	/^void spell_pride ( int sn, int level, CHAR_DATA *c/
spell_project_force	magic.c	/^void spell_project_force ( int sn, int level, CHAR/
spell_protection	magic.c	/^void spell_protection( int sn, int level, CHAR_DAT/
spell_psionic_blast	magic.c	/^void spell_psionic_blast ( int sn, int level, CHAR/
spell_psychic_crush	magic.c	/^void spell_psychic_crush ( int sn, int level, CHAR/
spell_psychic_drain	magic.c	/^void spell_psychic_drain ( int sn, int level, CHAR/
spell_psychic_healing	magic.c	/^void spell_psychic_healing ( int sn, int level, CH/
spell_recharge	magic.c	/^void spell_recharge(int sn, int level, CHAR_DATA */
spell_refresh	magic.c	/^void spell_refresh( int sn, int level, CHAR_DATA */
spell_remove_curse	magic.c	/^void spell_remove_curse( int sn, int level, CHAR_D/
spell_sanctuary	magic.c	/^void spell_sanctuary( int sn, int level, CHAR_DATA/
spell_sandstorm	magic.c	/^void spell_sandstorm( int sn, int level, CHAR_DATA/
spell_sense_door	magic.c	/^void spell_sense_door( int sn, int level, CHAR_DAT/
spell_sguardian	magic.c	/^void spell_sguardian(int sn, int level, CHAR_DATA /
spell_shadow_form	magic2.c	/^void spell_shadow_form ( int sn, int level, CHAR_D/
spell_shadowless_cloak	magic2.c	/^void spell_shadowless_cloak ( int sn, int level, C/
spell_share_strength	magic.c	/^void spell_share_strength ( int sn, int level, CHA/
spell_shield	magic.c	/^void spell_shield( int sn, int level, CHAR_DATA *c/
spell_shocking_grasp	magic.c	/^void spell_shocking_grasp( int sn, int level, CHAR/
spell_silence	magic2.c	/^void spell_silence( int sn, int level, CHAR_DATA */
spell_silvery_cloak	magic2.c	/^void spell_silvery_cloak( int sn, int level, CHAR_/
spell_sleep	magic.c	/^void spell_sleep( int sn, int level, CHAR_DATA *ch/
spell_sloth	magic2.c	/^void spell_sloth ( int sn, int level, CHAR_DATA *c/
spell_slow	magic2.c	/^void spell_slow ( int sn, int level, CHAR_DATA *ch/
spell_sonic_barrier	magic2.c	/^void spell_sonic_barrier ( int sn, int level, CHAR/
spell_sonic_blast	magic2.c	/^void spell_sonic_blast ( int sn, int level, CHAR_D/
spell_sonic_pulse	magic2.c	/^void spell_sonic_pulse ( int sn, int level, CHAR_D/
spell_sonic_shield	magic2.c	/^void spell_sonic_shield ( int sn, int level, CHAR_/
spell_sonic_shock	magic2.c	/^void spell_sonic_shock ( int sn, int level, CHAR_D/
spell_sonic_wave	magic2.c	/^void spell_sonic_wave ( int sn, int level, CHAR_DA/
spell_stone_skin	magic.c	/^void spell_stone_skin( int sn, int level, CHAR_DAT/
spell_summon	magic.c	/^void spell_summon( int sn, int level, CHAR_DATA *c/
spell_summon_army	magic2.c	/^void spell_summon_army ( int sn, int level, CHAR_D/
spell_summon_demon	magic2.c	/^void spell_summon_demon ( int sn, int level, CHAR_/
spell_summon_undeads	magic2.c	/^void spell_summon_undeads ( int sn, int level, CHA/
spell_sunburst	magic2.c	/^void spell_sunburst ( int sn, int level, CHAR_DATA/
spell_symbol_of_death	magic2.c	/^void spell_symbol_of_death ( int sn, int level, CH/
spell_symbol_of_decay	magic2.c	/^void spell_symbol_of_decay ( int sn, int level, CH/
spell_teleport	magic.c	/^void spell_teleport( int sn, int level, CHAR_DATA /
spell_thought_shield	magic.c	/^void spell_thought_shield ( int sn, int level, CHA/
spell_thoughtmace	magic.c	/^void spell_thoughtmace(int sn, int level, CHAR_DAT/
spell_tower_of_strength	magic2.c	/^void spell_tower_of_strength ( int sn, int level, /
spell_turn_undead	magic2.c	/^void spell_turn_undead ( int sn, int level, CHAR_D/
spell_ultrablast	magic.c	/^void spell_ultrablast ( int sn, int level, CHAR_DA/
spell_unholy_protection	magic2.c	/^void spell_unholy_protection ( int sn, int level, /
spell_unlock_magic	magic.c	/^void spell_unlock_magic( int sn, int level, CHAR_D/
spell_uranus_favour	magic2.c	/^void spell_uranus_favour ( int sn, int level, CHAR/
spell_ventriloquate	magic.c	/^void spell_ventriloquate( int sn, int level, CHAR_/
spell_weaken	magic.c	/^void spell_weaken( int sn, int level, CHAR_DATA *c/
spell_word_of_recall	magic.c	/^void spell_word_of_recall( int sn, int level, CHAR/
spell_wrath	magic2.c	/^void spell_wrath ( int sn, int level, CHAR_DATA *c/
split_ch_	imc.c	/^char *split_ch_ ( char _ch_, char *argument, char /
split_team	war.c	/^split_team(int number)$/
splitname	imc.c	/^void splitname( char *argument, char *name, char */
startwar	war.c	/^startwar()$/
stop_fighting	fight.c	/^void stop_fighting( CHAR_DATA *ch, bool fBoth )$/
stop_follower	act_comm.c	/^void stop_follower( CHAR_DATA *ch )$/
stop_idling	comm.c	/^void stop_idling( CHAR_DATA *ch )$/
str_cmp	db.c	/^bool str_cmp( const char *astr, const char *bstr )/
str_dup	db.c	/^char *str_dup( const char *str )$/
str_infix	db.c	/^bool str_infix( const char *astr, const char *bstr/
str_prefix	db.c	/^bool str_prefix( const char *astr, const char *bst/
str_suffix	db.c	/^bool str_suffix( const char *astr, const char *bst/
string_add	string.c	/^void string_add( CHAR_DATA *ch, char *argument )$/
string_append	string.c	/^void string_append( CHAR_DATA *ch, char **pString /
string_edit	string.c	/^void string_edit( CHAR_DATA *ch, char **pString )$/
string_proper	string.c	/^char * string_proper( char * argument )$/
string_replace	string.c	/^char * string_replace( char * orig, char * old, ch/
string_unpad	string.c	/^char * string_unpad( char * argument )$/
strstr	mob_prog.c	/^char * strstr(s1,s2) const char *s1; const char *s/
subst_heks	imc.c	/^char *subst_heks( char *argument )$/
subst_nl	imc.c	/^char *subst_nl( char *argument )$/
tail_chain	db.c	/^void tail_chain( void )$/
target_room	magic2.c	/^int target_room ( CHAR_DATA *ch )$/
team_list	war.c	/^team_list(CHAR_DATA * ch, bool seeall)$/
time_update	update.c	/^char * time_update( void )$/
timeout	authid.c	/^static void timeout(sig)$/
trample_attack	fight.c	/^void trample_attack( CHAR_DATA *ch, CHAR_DATA *vic/
transform_werebear	act_move.c	/^void transform_werebear ( CHAR_DATA *ch )$/
transform_werecub	act_move.c	/^void transform_werecub ( CHAR_DATA *ch )$/
unequip_char	handler.c	/^void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj )$/
update_clan_worth	clan.c	/^void update_clan_worth ( CHAR_DATA *ch, int worth /
update_handler	update.c	/^void update_handler( void )$/
update_mount	act_move.c	/^void update_mount(CHAR_DATA *ch)$/
update_pos	fight.c	/^void update_pos( CHAR_DATA *victim )$/
verifyhost	imc.c	/^bool verifyhost( char *argument, int desc )$/
violence_update	fight.c	/^void violence_update( void )$/
vrstat_mob	vrml.c	/^void vrstat_mob ( CHAR_DATA *ch, char *argument )$/
vrstat_obj	vrml.c	/^void vrstat_obj ( CHAR_DATA *ch, char *argument )$/
vrstat_room	vrml.c	/^void vrstat_room ( CHAR_DATA *ch, char *argument )/
weapon_bit_name	handler.c	/^char *weapon_bit_name(int weapon_flags)$/
wear_bit_name	bit.c	/^char *wear_bit_name( int wear )$/
wear_loc_name	bit.c	/^char *wear_loc_name( int wearloc )$/
wear_name_bit	bit.c	/^int wear_name_bit( char* buf )$/
wear_name_loc	bit.c	/^int wear_name_loc( char *buf )$/
wear_obj	act_obj.c	/^void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool /
weather_update	update.c	/^void weather_update( void )$/
write_to_buffer	comm.c	/^void write_to_buffer( DESCRIPTOR_DATA *d, const ch/
write_to_descriptor	comm.c	/^bool write_to_descriptor( int desc, char *txt, int/
write_to_rbuffer	imc.c	/^void write_to_rbuffer( int desc, const char *txt, /
write_to_rmudesc	imc.c	/^bool write_to_rmudesc( int desc, char *txt, int le/
xp_compute	fight.c	/^int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim,/
