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// o3 objects reaching normal code get their types: through a return (all the way down the list), an assignment, a store into a field
struct node { int v; node* next; };
struct box { [3]node* slots; int n; };
unchecked o3 node* build(int n) {
	node* head = 0;
	for (int i = 0; i < n; i++) { node* k = new(node); k.v = i; k.next = head; head = k; }
	return head;
}
unchecked fn main() {
	node* l = build(5);
	tprint(typeof_obj(l)); put_c(' '); tprint(typeof_obj(l.next.next.next)); put_c(' ');
	put_n(l.next.v); put_c(' ');
	box* b = 0;
	o3 { b = new(box); b.slots[1] = new(node); b.n = 2; }
	tprint(typeof_obj(b)); put_c(' '); tprint(typeof_obj(b.slots[1])); put_c(' ');
	int* raw = 0;
	o3 { raw = new(int, 6); }
	tprint(typeof_obj(raw)); put_c(10);
	return 0;
}