g.multi = 0;
if (cantwield(g.youmonst.data)) {
pline("Don't be ridiculous!");
- cmdq_clear();
- return ECMD_OK;
+ return ECMD_FAIL;
}
/* Prompt for a new weapon */
You("are already wielding that!");
if (is_weptool(wep) || is_wet_towel(wep))
g.unweapon = FALSE; /* [see setuwep()] */
- cmdq_clear();
- return ECMD_OK;
+ return ECMD_FAIL;
} else if (welded(uwep)) {
weldmsg(uwep);
/* previously interrupted armor removal mustn't be resumed */
/* if player chose a partial stack but can't wield it, undo split */
if (wep->o_id && wep->o_id == g.context.objsplit.child_oid)
unsplitobj(wep);
- cmdq_clear();
- return ECMD_OK;
+ return ECMD_FAIL;
} else if (wep->o_id && wep->o_id == g.context.objsplit.child_oid) {
/* if wep is the result of supplying a count to getobj()
we don't want to split something already wielded; for
setuqwep((struct obj *) 0);
} else if (wep->owornmask & (W_ARMOR | W_ACCESSORY | W_SADDLE)) {
You("cannot wield that!");
- cmdq_clear();
- return ECMD_OK;
+ return ECMD_FAIL;
}
wielding:
g.multi = 0;
if (cantwield(g.youmonst.data)) {
pline("Don't be ridiculous!");
- cmdq_clear();
- return ECMD_OK;
+ return ECMD_FAIL;
}
if (welded(uwep)) {
weldmsg(uwep);
- cmdq_clear();
- return ECMD_OK;
+ return ECMD_FAIL;
}
/* Unwield your current secondary weapon */