ClearBit
ClearBit(location[POOLS].objects, BATHGOD);
ClearBit(location[DOCK].objects, GIRL);
ClearBit(location[DOCK].objects, MAN);
ClearBit(location[GARDEN].objects, GIRLTALK);
ClearBit(location[GARDEN].objects, LAMPON);
ClearBit(location[GARDEN].objects, ROPE);
ClearBit(location[position].objects, CYLON);
ClearBit(dayfile[p->room].objects, p->obj);
ClearBit(location[position].objects, BATHGOD);
ClearBit(location[position].objects, NORMGOD);
ClearBit(location[position].objects, TIMER);
ClearBit(location[position].objects, NATIVE);
ClearBit(inven, value);
ClearBit(inven, value);
ClearBit(location[position].objects, value);
ClearBit(inven, POTION);
ClearBit(location[position].objects, value);
ClearBit(location[position].objects, BATHGOD);
ClearBit(location[position].objects, NORMGOD);
ClearBit(location[position].objects, TIMER);
ClearBit(location[position].objects, NATIVE);
ClearBit(inven, n);
ClearBit(location[position].objects, BATHGOD);
ClearBit(location[position].objects, value);
ClearBit(inven, value);
ClearBit(inven, value);
ClearBit(from, value);
ClearBit(inven, n);
ClearBit(location[position].objects, obj);
ClearBit(location[position].objects, MEDALION);
ClearBit(location[position].objects, CAR);
ClearBit(location[position].objects, HORSE);
ClearBit(location[position].objects, VIPER);
ClearBit(inven, AMULET);
ClearBit(wear, AMULET);
ClearBit(location[position].objects, DARK);
ClearBit(inven, LASER);
ClearBit(location[position].objects, enemy);