File 010TO011.PAS:
      userload(user^);
File 014TO015.PAS:
      userload(user^);
File RRUN.PAS:
procedure loadroom(r:troomrec);
      loadmonster(monster^);
     loadroom(room^);
       loadevent(event^);
         if (cityload(city^)) then
procedure loadroom(r:troomrec);
File BATTLE.PAS:
loadmonster(monster^);
monster^.number:=combat[x]; loadmonster(monster^);
loadmonster(monster^);
loadmonster(monster^);
loadmonster(monster^);
monster^.number:=combat[plytarget]; loadmonster(monster^);
weapon^.number:=user^.weaponnum; loadweapon(weapon^);
        monster^.number:=combat[witch]; loadmonster(monster^);
           armor^.number:=user^.armornum; loadarmor(armor^);
   if combat[who]<>0 then begin monster^.number:=who; loadmonster(monster^);
   if combat[who]<>0 then begin monster^.number:=who; loadmonster(monster^);
File ARMORS.PAS:
function loadarmor(a:tarmorrec) : boolean;
function loadarmor(a:tarmorrec) : boolean;
   loadarmor := False;
   loadarmor := ioResult = 0;
   loadarmor := False;
   loadarmor := fdRead(Fd,a,sizeof (tarmorrec)) = sizeof (tarmorrec);
File ARMYS.PAS:
function armyload(a:tarmyrec) : boolean;
armyload(army^);
function armyload(a:tarmyrec) : boolean;
   armyload := False;
   armyload := ioResult = 0;
  while armyload(army^) do
  armyload(army^);
File AUTOSIG.PAS:
procedure asUploadAutoSig;
procedure asUploadAutoSig;
   oString(strAutoSigAskUpload);
         logWrite('Uploaded autosignature');
File BBUILD.PAS:
function buildload(a:tbuildingrec) : boolean;
function buildload(a:tbuildingrec) : boolean;
   buildload := False;
   buildload := ioResult = 0;
buildload(building^);
while buildload(building^) do
ok:=buildload(building^);
File COMMDEV.PAS:
   if comm^.carrier then WriteLn('carrier detected.') else WriteLn('loaded.');
File DARKVILE.PAS:
loadweapon(weapon^);
loadweapon(weapon^);
loadweapon(weapon^);
loadweapon(weapon^);
loadweapon(weapon^);
loadweapon(weapon^);
loadarmor(armor^);
loadarmor(armor^);
loadarmor(armor^);
loadarmor(armor^);
loadarmor(armor^);
loadarmor(armor^);
if not (loaditem(item^)) then begin owrite('Item non existant'); delay(user^.delayn); exit; end;
loaditem(item^);
loaditem(item^);
           loadlevels(levels^);
File EDDESTRO.PAS:
function weaponload(w:tweaponrec):boolean;
   weaponload:=true;
   if ioresult <> 0 then begin weaponload:=false; end else
function loadroom(r:troomrec):boolean;
   loadroom:=true;
   if ioresult <> 0 then begin loadroom:=false; end else
function loadarmor(a:tarmorrec) :boolean;
   loadarmor:=true;
   if ioresult <> 0 then begin loadarmor:=false; end else
if not loadarmor(armor^) then break;
if not weaponload(weapon^) then break;
if not loadroom(room^) then break;
File EDITCTY.PAS:
function buildload(a:tbuildingrec) : boolean;
   buildload := False;
   buildload := ioResult = 0;
function armyload(a:tarmyrec) : boolean;
   armyload := False;
   armyload := ioResult = 0;
armyload(army^);
           armyload(army^); end;
           if not armyload(army^) then begin defaultarmy(army^.number); armyadd(army^); end; end;
buildload(building^);
           buildload(building^); end;
           if not buildload(building^) then begin defaultbuilding(building^.number); buildingadd(building^); end; end;
File EDITOR.PAS:
function weaponload(w:tweaponrec):boolean;
   weaponload:=true;
   if ioresult <> 0 then begin weaponload:=false; end else
function levelload(w:tlevelsrec):boolean;
   levelload:=true;
   if ioresult <> 0 then begin levelload:=false; end else
function loadroom(r:troomrec):boolean;
   loadroom:=true;
   if ioresult <> 0 then begin loadroom:=false; end else
function loadevent(r:teventrec):boolean;
   loadevent:=true;
   if ioresult <> 0 then begin loadevent:=false; end else
function loaditem(i:titemrec):boolean;
   loaditem:=true;
   if ioresult <> 0 then begin loaditem:=false; end else
function loadarmor(a:tarmorrec) :boolean;
   loadarmor:=true;
   if ioresult <> 0 then begin loadarmor:=false; end else
loadarmor(armor^);
           loadarmor(armor^); end;
           if not loadarmor(armor^) then begin defaultarmor(armor^.number); armoradd(armor^); end; end;
'-': begin dec(armor^.number); loadarmor(armor^); inc(armor^.number); armorsave(armor^); end;
'R': loadarmor(armor^);
'#': begin readln(s); val(s,armor^.number,y); if not loadarmor(armor^) then armor^.number:=1; end;
weaponload(weapon^);
           weaponload(weapon^); end;
           if not weaponload(weapon^) then begin defaultweapon(weapon^.number); weaponadd(weapon^); end; end;
'R': weaponload(weapon^);
'#': begin readln(s); val(s,weapon^.number,y); if not weaponload(weapon^) then weapon^.number:=1; end;
'-': begin dec(weapon^.number); weaponload(weapon^); inc(weapon^.number); weaponsave(weapon^); end;
            loadroom(room^);
            room^.number:=oldnum; loadroom(room^);
loadroom(room^);
cwriteln('Reload!');
'-': begin dec(room^.number); loadroom(room^); inc(room^.number); roomsave(room^); end;
           loadroom(room^); end;
           if not loadroom(room^) then begin defaultroom(room^.number); roomadd(room^); end; end;
'R': loadroom(room^);
'#': begin readln(s); val(s,room^.number,y); if not loadroom(room^) then room^.number:=1; end;
            loadevent(event^);
            event^.number:=oldnum; loadevent(event^);
if not loadevent(event^) then begin defaultevent(event^.number); eventadd(event^); end;
'-': begin dec(event^.number); loadevent(event^); inc(event^.number); eventsave(event^); end;
'#': begin  readln(s); val(s,event^.number,y); if not loadevent(event^) then event^.number:=1; end;
if not loaditem(item^) then begin defaultitem(item^.number); itemadd(item^); end;
'-': begin dec(item^.number); loaditem(item^); inc(item^.number); itemsave(item^); end;
'#': begin readln(s); val(s,item^.number,y); if not loaditem(item^) then item^.number:=1; end;
if not levelload(levels^) then begin defaultlevel(levels^.number); leveladd(levels^); end;
'#': begin readln(s); val(s,levels^.number,y); if not levelload(levels^) then levels^.number:=1; end;
function loadmonster(m:tmonsterrec):boolean;
   loadmonster:=true;
   if ioresult <> 0 then begin loadmonster:=false; end else
loadmonster(monster^);
'-': begin dec(monster^.number); loadmonster(monster^); inc(monster^.number); monstersave(monster^); end;
           loadmonster(monster^); end;
           if not loadmonster(monster^) then begin defaultmonster(monster^.number); monsteradd(monster^); end; end;
'#': begin readln(s); val(s,monster^.number,y); if not loadmonster(monster^) then monster^.number:=1; end;
File EDITOR2.PAS:
function weaponload(w:tweaponrec):boolean;
   weaponload:=true;
   if ioresult <> 0 then begin weaponload:=false; end else
function levelload(w:tlevelsrec):boolean;
   levelload:=true;
   if ioresult <> 0 then begin levelload:=false; end else
function loadroom(r:troomrec):boolean;
   loadroom:=true;
   if ioresult <> 0 then begin loadroom:=false; end else
function loadevent(r:teventrec):boolean;
   loadevent:=true;
   if ioresult <> 0 then begin loadevent:=false; end else
function loaditem(i:titemrec):boolean;
   loaditem:=true;
   if ioresult <> 0 then begin loaditem:=false; end else
function loadarmor(a:tarmorrec) :boolean;
   loadarmor:=true;
   if ioresult <> 0 then begin loadarmor:=false; end else
loadarmor(armor^);
           loadarmor(armor^); end;
           if not loadarmor(armor^) then begin defaultarmor(armor^.number); armoradd(armor^,false); end; end;
'R': loadarmor(armor^);
'#': begin readln(s); val(s,armor^.number,y); if not loadarmor(armor^) then armor^.number:=1; end;
weaponload(weapon^);
           weaponload(weapon^); end;
           if not weaponload(weapon^) then begin defaultweapon(weapon^.number); weaponadd(weapon^,false); end; end;
'R': weaponload(weapon^);
'#': begin readln(s); val(s,weapon^.number,y); if not weaponload(weapon^) then weapon^.number:=1; end;
loadroom(room^);
writeln('Reload!');
           loadroom(room^); end;
           if not loadroom(room^) then begin defaultroom(room^.number); roomadd(room^,false); end; end;
'R': loadroom(room^);
'#': begin readln(s); val(s,room^.number,y); if not loadroom(room^) then room^.number:=1; end;
if not loadevent(event^) then begin defaultevent(event^.number); eventadd(event^,false); end;
'#': begin dispose(cp); readln(s); val(s,event^.number,y); if not loadevent(event^) then event^.number:=1; end;
if not loaditem(item^) then begin defaultitem(item^.number); itemadd(item^,false); end;
'#': begin readln(s); val(s,item^.number,y); if not loaditem(item^) then item^.number:=1; end;
if not levelload(levels^) then begin defaultlevel(levels^.number); leveladd(levels^,false); end;
'#': begin readln(s); val(s,levels^.number,y); if not levelload(levels^) then levels^.number:=1; end;
function loadmonster(m:tmonsterrec):boolean;
   loadmonster:=true;
   if ioresult <> 0 then begin loadmonster:=false; end else
loadmonster(monster^);
           loadmonster(monster^); end;
           if not loadmonster(monster^) then begin defaultmonster(monster^.number); monsteradd(monster^,false); end; end;
'#': begin readln(s); val(s,monster^.number,y); if not loadmonster(monster^) then monster^.number:=1; end;
if loadarmor(armor^) then begin
                                   loadarmor(armor^);
if weaponload(weapon^) then begin
                                   weaponload(weapon^);
if loaditem(item^) then begin
                                   loaditem(item^);
if loadroom(room^) then begin
                                   loadroom(room^);
if loadmonster(monster^) then begin
                                   loadmonster(monster^);
if loadevent(event^) then begin
                                   loadevent(event^);
if levelload(levels^) then begin
                                   levelload(levels^);
File COMP.PAS:
function weaponload(w:tweaponrec;fn:string):boolean;
   weaponload:=true;
   if ioresult <> 0 then begin weaponload:=false; end else
function levelload(w:tlevelsrec;fn:string):boolean;
   levelload:=true;
   if ioresult <> 0 then begin levelload:=false; end else
function roomload(r:troomrec;fn:string):boolean;
   roomload:=true;
   if ioresult <> 0 then begin roomload:=false; end else
function eventload(r:teventrec;fn:string):boolean;
   eventload:=true;
   if ioresult <> 0 then begin eventload:=false; end else
function itemload(i:titemrec;fn:string):boolean;
   itemload:=true;
   if ioresult <> 0 then begin itemload:=false; end else
function armorload(a:tarmorrec;fn:string) :boolean;
   armorload:=true;
   if ioresult <> 0 then begin armorload:=false; end else
function monsterload(m:tmonsterrec;fn:string):boolean;
   monsterload:=true;
   if ioresult <> 0 then begin monsterload:=false; end else
{  armorload(armor^,'.dat');}
  armorload(armor^,ext);
  while armorload(armor^,ext) do begin write('.'); armoradd(armor^); inc(armor^.number); end;
{  armorload(armor^,'.dat');   }
  weaponload(weapon^,ext);
  while weaponload(weapon^,ext) do begin write('.'); weaponadd(weapon^); inc(weapon^.number);end;
 { itemload(item^,'.dat');    }
  itemload(item^,ext);
  while itemload(item^,ext) do begin write('.'); itemadd(item^);inc(item^.number); end;
  {roomload(room^,'.dat');}
  roomload(room^,ext);
  while roomload(room^,ext) do begin write('.'); roomadd(room^);inc(room^.number); end;
  {monsterload(monster^,'.dat');}
  monsterload(monster^,ext);
  while monsterload(monster^,ext) do begin write('.'); monsteradd(monster^);inc(monster^.number); end;
 { eventload(event^,'.dat');     }
  eventload(event^,ext);
  while eventload(event^,ext) do begin write('.'); eventadd(event^);inc(event^.number); end;
{  levelload(levels^,'.dat');}
  levelload(levels^,ext);
  while levelload(levels^,ext) do begin write('.'); leveladd(levels^);inc(levels^.number); end;
{armorload(armor^,'.dat');
weaponload(weapon^,'.dat');
roomload(room^,'.dat');
itemload(item^,'.dat');
monsterload(monster^,'.dat');
eventload(event^,'.dat');
levelload(levels^,'.dat');}
File EMAIL.PAS:
{         'X'     : begin maDownloadMessage(Mail[curMsg]); readShow := True; end;}
emailload;
File COMP2.PAS:
function weaponload(w:tweaponrec;fn:string):boolean;
   weaponload:=true;
   if ioresult <> 0 then begin weaponload:=false; end else
function levelload(w:tlevelsrec;fn:string):boolean;
   levelload:=true;
   if ioresult <> 0 then begin levelload:=false; end else
function roomload(r:troomrec;fn:string):boolean;
   roomload:=true;
   if ioresult <> 0 then begin roomload:=false; end else
function eventload(r:teventrec;fn:string):boolean;
   eventload:=true;
   if ioresult <> 0 then begin eventload:=false; end else
function itemload(i:titemrec;fn:string):boolean;
   itemload:=true;
   if ioresult <> 0 then begin itemload:=false; end else
function armorload(a:tarmorrec;fn:string) :boolean;
   armorload:=true;
   if ioresult <> 0 then begin armorload:=false; end else
function monsterload(m:tmonsterrec;fn:string):boolean;
   monsterload:=true;
   if ioresult <> 0 then begin monsterload:=false; end else
weaponload(weapon^,ext);
until not weaponload(weapon^,ext);
itemload(item^,ext);
until not itemload(item^,ext);
roomload(room^,ext);
until not roomload(room^,ext);
eventload(event^,ext);
until not eventload(event^,ext);
levelload(levels^,ext);
until not levelload(levels^,ext);
monsterload(monster^,ext);
until not monsterload(monster^,ext);
armorload(armor^,ext);
until not armorload(armor^,ext);
{armorload(armor^,'.dat');
weaponload(weapon^,'.dat');
roomload(room^,'.dat');
itemload(item^,'.dat');
monsterload(monster^,'.dat');
eventload(event^,'.dat');
levelload(levels^,'.dat');}
File EVENTT.PAS:
function loadevent(a:teventrec) : boolean;
function loadevent(a:teventrec) : boolean;
   loadevent := False;
   loadevent := ioResult = 0;
loadevent(event^);
loadweapon(weapon^);
loadarmor(armor^);
loaditem(item^);
weapon^.number:=user^.weaponnum; loadweapon(weapon^); owrite(weapon^.name);
armor^.number:=user^.armornum; loadarmor(armor^); owrite(armor^.name);
loadweapon(weapon^);
loadarmor(armor^);
File FILES.PAS:
   floadcfg:=false;
File DARKLAND.PAS:
     armors    :                                                 Armor loading
     weapons   :                                                Weapon loading
  logwrite('>Node '+s2+' loaded');
        ovrError       : writeln('Error loading overlay file');
        ovrNoMemory    : writeln('Insufficient available memory to load overlay file');
  logWrite('>'+bbsTitle+' version '+bbsVerLong+' loaded');
File GENSRC.PAS:
function weaponload(w:tweaponrec):boolean;
   weaponload:=true;
   if ioresult <> 0 then begin weaponload:=false; end else
function loadroom(r:troomrec):boolean;
   loadroom:=true;
   if ioresult <> 0 then begin loadroom:=false; end else
function loadarmor(a:tarmorrec) :boolean;
   loadarmor:=true;
   if ioresult <> 0 then begin loadarmor:=false; end else
if not loadarmor(armor^) then break;
if not weaponload(weapon^) then break;
if not loadroom(room^) then break;
File IGMEDIT.PAS:
function weaponload(w:tweaponrec):boolean;
   weaponload:=true;
   if ioresult <> 0 then begin weaponload:=false; end else
function levelload(w:tlevelsrec):boolean;
   levelload:=true;
   if ioresult <> 0 then begin levelload:=false; end else
function loadroom(r:troomrec):boolean;
   loadroom:=true;
   if ioresult <> 0 then begin loadroom:=false; end else
function loadevent(r:teventrec):boolean;
   loadevent:=true;
   if ioresult <> 0 then begin loadevent:=false; end else
function loaditem(i:titemrec):boolean;
   loaditem:=true;
   if ioresult <> 0 then begin loaditem:=false; end else
function loadarmor(a:tarmorrec) :boolean;
   loadarmor:=true;
   if ioresult <> 0 then begin loadarmor:=false; end else
loadarmor(armor^);
           loadarmor(armor^); end;
           if not loadarmor(armor^) then begin defaultarmor(armor^.number); armoradd(armor^); end; end;
'R': loadarmor(armor^);
'#': begin readln(s); val(s,armor^.number,y); if not loadarmor(armor^) then armor^.number:=1; end;
weaponload(weapon^);
           weaponload(weapon^); end;
           if not weaponload(weapon^) then begin defaultweapon(weapon^.number); weaponadd(weapon^); end; end;
'R': weaponload(weapon^);
'#': begin readln(s); val(s,weapon^.number,y); if not weaponload(weapon^) then weapon^.number:=1; end;
loadroom(room^);
writeln('Reload!');
           loadroom(room^); end;
           if not loadroom(room^) then begin defaultroom(room^.number); roomadd(room^); end; end;
'R': loadroom(room^);
'#': begin readln(s); val(s,room^.number,y); if not loadroom(room^) then room^.number:=1; end;
if not loadevent(event^) then begin defaultevent(event^.number); eventadd(event^); end;
'#': begin dispose(cp); readln(s); val(s,event^.number,y); if not loadevent(event^) then event^.number:=1; end;
if not loaditem(item^) then begin defaultitem(item^.number); itemadd(item^); end;
'#': begin readln(s); val(s,item^.number,y); if not loaditem(item^) then item^.number:=1; end;
if not levelload(levels^) then begin defaultlevel(levels^.number); leveladd(levels^); end;
'#': begin readln(s); val(s,levels^.number,y); if not levelload(levels^) then levels^.number:=1; end;
function loadmonster(m:tmonsterrec):boolean;
   loadmonster:=true;
   if ioresult <> 0 then begin loadmonster:=false; end else
loadmonster(monster^);
           loadmonster(monster^); end;
           if not loadmonster(monster^) then begin defaultmonster(monster^.number); monsteradd(monster^); end; end;
'#': begin readln(s); val(s,monster^.number,y); if not loadmonster(monster^) then monster^.number:=1; end;
procedure loadigm;
loadigm;
File ITEMS.PAS:
function loaditem(w:titemrec) : boolean;
function loaditem(w:titemrec) : boolean;
   loaditem := False;
   loaditem := ioResult = 0;
loaditem(item^);
if not (loaditem(item^)) then begin end else begin
loaditem(item^);
loaditem(item^);
File LOGON.PAS:
         logWrite('User logged in as ''new''; application system loaded');
File LVL.PAS:
function loadlevels(w:tlevelsrec) : boolean;
function loadlevels(w:tlevelsrec) : boolean;
   loadlevels := False;
   loadlevels := ioResult = 0;
           loadlevels(levels^);
                                                         loadmonster(monster^);
File MAINT.PAS:
function buildload(a:tbuildingrec) : boolean;
   buildload := False;
   buildload := ioResult = 0;
function cityload(a:tcityrec) : boolean;
   cityload := False;
   cityload := ioResult = 0;
   cityload := False;
   cityload := ioResult = 0;
   cityload := False;
   cityload := ioResult = 0;
until not userload(user^);
userload(user^);
while (cityload(city^)) do
  buildload(building^);
File MAXMODEM.PAS:
  WorkPath       : STRING;      {This is the file download path}
{^ Use this procedure to add files to the upload queue}
 {NOTE: MAXterm looks for a '^Arm<CR>' to auto start the MaxModem download,
File MISC.PAS:
  or  ax,0      { is DoubleSpace loaded? }
File NODES.PAS:
      logWrite('xMultinode not possible, node '+st(node)+' loaded in isolation');
      logWrite('xMultinode not possible, node '+st(node)+' loaded in isolation');
File MONEDIT.PAS:
function loadmonster(m:tmonsterrec):boolean;
function loadmonster(m:tmonsterrec):boolean;
   loadmonster:=true;
   if ioresult <> 0 then begin loadmonster:=false; end else
loadmonster(monster^);
           loadmonster(monster^); end;
           if not loadmonster(monster^) then begin defaultmonster(monster^.number); monsteradd(monster^); end; end;
'#': begin readln(s); val(s,monster^.number,y); if not loadmonster(monster^) then monster^.number:=1; end;
File MONSTERS.PAS:
function loadmonster(m:tmonsterrec) : boolean;
function loadmonster(m:tmonsterrec) : boolean;
   loadmonster := False;
   loadmonster := ioResult = 0;
File MSGAREA.PAS:
function  maDownloadMessage(N : Word) : Boolean;
function  maUploadMessage(var H : tMsgHeaderRec) : Boolean;
(*   if (((Reply) {and (Cfg^.AskUploadReply))} or (not Reply)) and
      (((mArea^.areaType = mareaEmail) and (Cfg^.AskUploadEmail)) or (mArea^.areaType <> mareaEmail)) and
        (acsOk(Cfg^.acsUploadMessage)) and (AskUL) then
      oString(strMsgAskUploadMsg);
         Ok := maUploadMessage(Head);
      {atAskDownload(Head);}
         'X'     : begin maDownloadMessage(curMsg); readShow := True; end;
function maUploadMessage(var H : tMsgHeaderRec) : Boolean;
function maDownloadMessage(N : Word) : Boolean;
File MSRSRC.PAS:
function loadmonster(m:tmonsterrec):boolean;
   loadmonster:=true;
   if ioresult <> 0 then begin loadmonster:=false; end else
if not loadmonster(monster^) then break;
File MUDMNUS.PAS:
   userload(user^);
   weapon^.number:=user^.weaponnum; loadarmor(armor^); loadweapon(weapon^);
File OVRXMS.PAS:
{  Flag unit as 'unloaded'; check return code }
File SETUP.PAS:
procedure loadcfg;
procedure loadmaint;
procedure loadcfg3;
'[' : begin savecfg; dec(i); if i<0 then inc(i); loadcfg; end;
']' : begin savecfg; inc(i); if i>9999 then dec(i); loadcfg; end;
loadcfg;
loadmaint;
loadcfg3;
File STRATEGY.PAS:
function cityload(a:tcityrec) : boolean;
  cityload(city^);
function cityload(a:tcityrec) : boolean;
   cityload := False;
   cityload := ioResult = 0;
   cityload := False;
   cityload := ioResult = 0;
   cityload := False;
   cityload := ioResult = 0;
   cityload(w);
File TYPES.PAS:
      pathDnld         : String[40];   { download directory - future use     }
File WEAPCFG.PAS:
procedure weaponload(w:tweaponrec);
File WEAPON.PAS:
function loadweapon(w:tweaponrec) : boolean;
function loadweapon(w:tweaponrec) : boolean;
   loadweapon := False;
   loadweapon := ioResult = 0;
File WEAPONS.PAS:
function loadweapon(w:tweaponrec) : boolean;
function loadweapon(w:tweaponrec) : boolean;
   loadweapon := False;
   loadweapon := ioResult = 0;
File WEARMCFG.PAS:
procedure weaponload(w:tweaponrec);
procedure loadarmor(a:tarmorrec);
loadarmor(armor^);
           loadarmor(armor^); end;
           loadarmor(armor^); end;
'R': loadarmor(armor^);
loadarmor(armor^);
