act.comm.c:  for (i = descriptor_list; i; i = i->next) {
act.comm.c:    if (STATE(i) != CON_PLAYING || i == ch->desc || !i->character )
act.comm.c:    if(PRF_FLAGGED(i->character, channels[subcmd]) || PLR_FLAGGED(i->character, PLR_WRITING))
act.comm.c:    if(ROOM_FLAGGED(IN_ROOM(i->character), ROOM_SOUNDPROOF) && (GET_LEVEL(ch) < LVL_GOD)) 
act.comm.c:       ((world[IN_ROOM(ch)].zone != world[IN_ROOM(i->character)].zone) ||
act.comm.c:       !AWAKE(i->character)))
act.comm.c:    if (COLOR_LEV(i->character) >= C_NRM)
act.comm.c:      send_to_char(i->character, "%s", color_on);
act.comm.c:    act(buf1, FALSE, ch, 0, i->character, TO_VICT | TO_SLEEP | LOG_MESSG);
act.comm.c:    if (COLOR_LEV(i->character) >= C_NRM)
act.comm.c:      send_to_char(i->character, "%s", KNRM);
act.informative.c:  for (i = list; i; i = i->next_content) {
act.informative.c:      if (!strcmp(j->short_description, i->short_description))
act.informative.c:      if (!strcmp(j->short_description, i->short_description))
act.informative.c:    if (CAN_SEE_OBJ(ch, i) && (*i->description != '.' || (IS_NPC(ch) || PRF_FLAGGED(ch, PRF_HOLYLIGHT)))) {
act.informative.c:   if (i->player.description)
act.informative.c:    send_to_char(ch, "%s", i->player.description);
act.informative.c:  if (IS_NPC(i) && i->player.long_descr && GET_POS(i) == GET_DEFAULT_POS(i)) {
act.informative.c:    send_to_char(ch, "%s", i->player.long_descr);
act.informative.c:    send_to_char(ch, "%s", CAP(strdup(i->player.short_descr)));
act.informative.c:  send_to_char(ch, "%s%s%s", i->player.name, *GET_TITLE(i) ? " " : "", GET_TITLE(i));
act.informative.c:  if (!IS_NPC(i) && !i->desc)
act.informative.c:  for (i = list; i; i = i->next_in_room)
act.informative.c:      	   IS_NPC(i) && i->player.long_descr && *i->player.long_descr == '.')
act.informative.c:  for (i = list; i; i = i->next)
act.informative.c:    if (*i->keyword == '.' ? isname(word, i->keyword + 1) : isname(word, i->keyword))
act.informative.c:      return (i->description);
act.informative.c:      for (i = world[IN_ROOM(ch)].ex_description; i; i = i->next) {
act.informative.c:        if (*i->keyword != '.') {
act.informative.c:          (found ? "\r\n" : ""), i->keyword, i->description);
act.informative.c:    for (i = character_list; i; i = i->next) {
act.informative.c:      if (!isname(arg, i->player.name))
act.informative.c:    for (i = character_list; i; i = i->next)
act.informative.c:      if (CAN_SEE(ch, i) && IN_ROOM(i) != NOWHERE && isname(arg, i->player.name)) {
act.informative.c:		(IS_NPC(i) && i->proto_script) ? "[TRIG]" : "");
act.wizard.c:    for (i = descriptor_list; i; i = i->next)
act.wizard.c:      if (STATE(i) == CON_PLAYING && i->character && i->character != ch) {
act.wizard.c:	victim = i->character;
act.wizard.c:  for (i = descriptor_list; i; i = i->next) {
act.wizard.c:    if (i->character && GET_IDNUM(i->character) == idnum) {
act.wizard.c:      return i->character;
act.wizard.c:      next_desc = i->next;
act.wizard.c:      if (STATE(i) != CON_PLAYING || !(vict = i->character) || (!IS_NPC(vict) && GET_LEVEL(vict) >= GET_LEVEL(ch)))
boards.c:    for (i = num_of_msgs[board_type] - 1; i >= 0; i--) {
castle.c:  for (i = world[IN_ROOM(ch)].contents; i; i = i->next_content) {
comm.c:              "  -m             Start in mini-MUD mode.\n"
comm.c:  for (i = descriptor_list; i; i = i->next) {
comm.c:  for (i = descriptor_list; i; i = i->next) {
comm.c:    if (STATE(i) != CON_PLAYING || i->character == NULL)
comm.c:    if (!AWAKE(i->character) || !OUTSIDE(i->character))
comm.c:  for (i = world[room].people; i; i = i->next_in_room) {
comm.c:    if (!i->desc)
comm.c:    vwrite_to_output(i->desc, messg, args);
comm.c:      for (i = world[j].people; i; i = i->next_in_room) {
comm.c:        if (!i->desc)
comm.c:        vwrite_to_output(i->desc, messg, args);
comm.c:    for (i = descriptor_list; i; i = i->next) {
comm.c:      if (!i->connected && i->character &&
comm.c:          !PRF_FLAGGED(i->character, PRF_NOOOC) &&
comm.c:          !PLR_FLAGGED(i->character, PLR_WRITING) &&
comm.c:          !ROOM_FLAGGED(IN_ROOM(i->character), ROOM_SOUNDPROOF)) {
comm.c:        send_to_char(i->character, "%s", CCYEL(i->character, C_NRM));
comm.c:        perform_act(str, ch, obj, vict_obj, i->character);
comm.c:        send_to_char(i->character, "%s", CCNRM(i->character, C_NRM));
db.c:int mini_mud = 0;		/* mini-mud mode?		 */
db.c:          j = i->next;
db.c:          if (i->cmd)
db.c:            free(i->cmd);
db.c:  for (i = descriptor_list; i; i = i->next) {
db.c:    if (IN_ROOM(i->character) == NOWHERE)
db.c:    if (world[IN_ROOM(i->character)].zone != zone_nr)
db.c:    if ((GET_LEVEL(i->character) >= LVL_IMMORT) && (PRF_FLAGGED(i->character, PRF_NOHASSLE)))
dg_comm.c:  for (i = descriptor_list; i; i = i->next)
dg_comm.c:    if (!i->connected && i->character && AWAKE(i->character) &&
dg_comm.c:        (IN_ROOM(i->character) != NOWHERE) &&
dg_comm.c:        (world[IN_ROOM(i->character)].zone == zone))
dg_event.c:    for (i = q->tail[bucket]; i; i = i->prev) {
dg_event.c:      if (i->key < key) { /* found insertion point */
dg_event.c:	  qe->next = i->next;
dg_event.c:	  i->next->prev = qe;
dg_event.c:	i->next = qe;
dg_handler.c:	i = i->next;
dg_handler.c:  for (j = NULL, i = *var_list; i && str_cmp(name, i->name);
dg_handler.c:       j = i, i = i->next);
dg_handler.c:      j->next = i->next;
dg_handler.c:      *var_list = i->next;
dg_handler.c:      for ( ; i ; i = i->next)
dg_handler.c:      for ( ; i ; i = i->next)
dg_handler.c:        assert(proto != i->proto_script);
dg_mobcmd.c:        for (i = descriptor_list; i ; i = i->next) {
dg_mobcmd.c:            if ((i->character != ch) && !i->connected &&
dg_mobcmd.c:                (IN_ROOM(i->character) == IN_ROOM(ch))) {
dg_mobcmd.c:                vch = i->character;
dg_scripts.c:      for (i = list; i; i = i->next_content)
dg_scripts.c:      for (i = list; i; i = i->next_content)
dg_scripts.c:        if (isname(name, i->name))
dg_scripts.c:    for (i = character_list; i; i = i->next)
dg_scripts.c:      if (isname(name, i->player.name) &&
dg_scripts.c:  for (n = loc, i = TRIGGERS(sc); i && i->next && (n != 0); n--, i = i->next);
dg_scripts.c:    t->next = i->next;
dg_scripts.c:    i->next = t;
dg_scripts.c:  for (n = 0, j = NULL, i = TRIGGERS(sc); i; j = i, i = i->next) {
dg_scripts.c:    else if (trig_index[i->nr]->vnum == num)
dg_scripts.c:      j->next = i->next;
dg_scripts.c:      TRIGGERS(sc) = i->next;
dg_scripts.c:    for (i = TRIGGERS(sc); i; i = i->next)
dg_scripts.c:  for (i = descriptor_list; i; i = i->next) {
dg_scripts.c:    if (STATE(i) != CON_PLAYING || IS_NPC(i->character)) /* switch */
dg_scripts.c:    if (GET_LEVEL(i->character) < LVL_BUILDER)
dg_scripts.c:    if (PLR_FLAGGED(i->character, PLR_WRITING))
dg_scripts.c:    if (NRM > (PRF_FLAGGED(i->character, PRF_LOG1) ? 1 : 0) + (PRF_FLAGGED(i->character, PRF_LOG2) ? 2 : 0))
dg_scripts.c:    send_to_char(i->character, "%s%s%s", CCGRN(i->character, C_NRM), output, CCNRM(i->character, C_NRM));
dg_scripts.c:      i--;
dg_variables.c:    for (i = list; i; i = i->next_content) {
dg_variables.c:        count += item_in_list(item, i->contains);
dg_variables.c:    for (i = list; i; i = i->next_content) {
dg_variables.c:        count += item_in_list(item, i->contains);
dg_variables.c:    for (i = list; i; i = i->next_content) {
dg_variables.c:      if (isname(item, i->name))
dg_variables.c:        count += item_in_list(item, i->contains);
genmob.c:  for (i = top_of_mobt; i > 0; i--) {
genobj.c:  for (i = top_of_objt; i > 0; i--) {
genwld.c:  for (i = top_of_world; i > 0; i--) {
genwld.c:      update_wait_events(&world[i], &world[i-1]);
genwld.c:    i--;
genwld.c:    i--;
genzon.c:    for (i = top_of_zone_table + 1; i > 0 && vzone_num < zone_table[i - 1].number; i--) {
handler.c:  for (i = list; i; i = i->next_content)
handler.c:  for (i = object_list; i; i = i->next)
handler.c:  for (i = world[room].people; i && *number; i = i->next_in_room)
handler.c:    if (isname(name, i->player.name))
handler.c:  for (i = character_list; i; i = i->next)
handler.c:  for (i = character_list; i; i = i->next) {
handler.c:    if (str_cmp(i->player.name, name)) /* If not same, continue */
handler.c:  for (i = world[IN_ROOM(ch)].people; i && *number; i = i->next_in_room)
handler.c:    if (isname(name, i->player.name))
handler.c:  for (i = character_list; i && *number; i = i->next) {
handler.c:    if (!isname(name, i->player.name))
handler.c:  for (i = list; i && *number; i = i->next_content)
handler.c:    if (isname(name, i->name))
handler.c:  for (i = object_list; i && *number; i = i->next)
handler.c:    if (isname(name, i->name))
interpreter.c:  for (i = ch->carrying; i; i = i->next_content)
interpreter.c:  for (i = world[IN_ROOM(ch)].contents; i; i = i->next_content)
magic.c:  for (i = character_list; i; i = i->next)
magic.c:    for (af = i->affected; af; af = next) {
medit.c:      i--;
medit.c:      i--;
medit.c:      i--;
sedit.c:      i--;
sedit.c:      i--;
sedit.c:      i--;
sedit.c:      i--;
sedit.c:      i--;
sedit.c:      i--;
sedit.c:      i--;
shop.c:  for (i = list, j = 1; i && (j <= number); i = i->next_content)
shop.c:    if (isname(tmp, i->name))
spec_procs.c:  for (i = world[IN_ROOM(ch)].contents; i; i = i->next_content) {
spec_procs.c:    for (temp = i->contains; temp; temp = next_obj) {
spec_procs.c:  for (i = world[IN_ROOM(ch)].contents; i; i = i->next_content) {
spell_parser.c:  for (i = world[IN_ROOM(ch)].people; i; i = i->next_in_room) {
spell_parser.c:    if (i == ch || i == tch || !i->desc || !AWAKE(i))
spell_parser.c:	while (i-- > 0)
spells.c:  for (i = object_list; i && (j > 0); i = i->next) {
spells.c:    if (!isname(name, i->name))
spells.c:    send_to_char(ch, "%s", CAP(strdup(i->short_description)));
spells.c:    if (i->carried_by)
spells.c:      send_to_char(ch, " is being carried by %s.\r\n", PERS(i->carried_by, ch));
spells.c:    else if (i->in_obj)
spells.c:      send_to_char(ch, " is in %s.\r\n", i->in_obj->short_description);
spells.c:    else if (i->worn_by)
spells.c:      send_to_char(ch, " is being worn by %s.\r\n", PERS(i->worn_by, ch));
utils.c:    txt[i--] = '\0';
utils.c:  for (i = descriptor_list; i; i = i->next) {
utils.c:    if (STATE(i) != CON_PLAYING || IS_NPC(i->character)) /* switch */
utils.c:    if (GET_LEVEL(i->character) < level)
utils.c:    if (PLR_FLAGGED(i->character, PLR_WRITING))
utils.c:    if (type > (PRF_FLAGGED(i->character, PRF_LOG1) ? 1 : 0) + (PRF_FLAGGED(i->character, PRF_LOG2) ? 2 : 0))
utils.c:    send_to_char(i->character, "%s%s%s", CCGRN(i->character, C_NRM), buf, CCNRM(i->character, C_NRM));
