/
LIB3/
LIB3/D/ADMIN/
LIB3/D/ADMIN/OBJ/
LIB3/D/ADMIN/ROOM/W/
LIB3/D/HOME/
LIB3/D/HOME/CITY/ARENA/
LIB3/D/HOME/CITY/ITEMS/
LIB3/D/HOME/CITY/POSTOFFI/
LIB3/DOC/
LIB3/GLOBAL/SPECIAL/
LIB3/GLOBAL/VIRTUAL/
LIB3/NET/
LIB3/NET/CONFIG/
LIB3/NET/DAEMON/CHARS/
LIB3/NET/GOPHER/
LIB3/NET/INHERIT/
LIB3/NET/OBJ/
LIB3/NET/SAVE/
LIB3/NET/VIRTUAL/
LIB3/OBJ/B_DAY/
LIB3/OBJ/HANDLERS/TERM_TYP/
LIB3/PLAYERS/B/
LIB3/PLAYERS/N/
LIB3/ROOM/
LIB3/SAVE/
LIB3/SAVE/BOARDS/
LIB3/SAVE/ENVIRON/
LIB3/SAVE/POST/
LIB3/STD/COMMANDS/SHADOWS/
LIB3/STD/CREATOR/
LIB3/STD/DOM/
LIB3/STD/EFFECTS/
LIB3/STD/EFFECTS/HEALING/
LIB3/STD/EFFECTS/OTHER/
LIB3/STD/EFFECTS/POISONS/
LIB3/STD/ENVIRON/
LIB3/STD/GUILDS/
LIB3/STD/LIQUIDS/
LIB3/STD/ROOM/
LIB3/STD/TRIGGER/SHADOW/
LIB3/W/
LIB3/W/BANNOR/
LIB3/W/NEWSTYLE/
/*
 * This has been split off to do the process_command stuff. 
 * Place any functions that acvtually need to be called by that in
 * iun here.  ie not move...
 */

object my_pl;

string  do_process( string str )
{

    my_pl = previous_object();
    return process_string( str );
}				/* do_process() */

string short( mixed a1, mixed a2 )
{
    return( string ) my_pl->short( a1, a2 );
}				/* short() */

string  query_name()
{
    return( string ) my_pl->query_name();
}
string  query_cap_name()
{
    return( string ) my_pl->query_cap_name();
}

string  octarine_message( string str )
{
    return( string ) my_pl->octarine_message( str );
}				/* octarine_message() */

string  read_message( string str, string type, string lang )
{
    return( string ) my_pl->read_message( str, type, lang );
}				/* read_message() */