On Mon, 1 Apr 1996, Steve wrote: > #4 0x7214c in add_efun (action=5, timer=10, iarg=68, carg=0x0, > ch_actor=0x1d2a00, obj_actor=0x0, targ=0x1d2c00, obj=0x0) at efun.c:81 > #5 0xb1a36 in efun_call_magic (caster=0x1d2a00, cvict=0x1d2c00, ovict=0x0, > spellnum=68, level=56, casttype=0) at spell_parser.c:751 > #6 0xb0e77 in cast_spell (ch=0x1d2a00, tch=0x1d2c00, tobj=0x0, spellnum=68) > at spell_parser.c:598 > #7 0xb1805 in do_cast (ch=0x1d2a00, argument=0xbffff8ac " ", cmd=40, subcmd=0) > at spell_parser.c:734 > (I did write an event system, which i think is the cause of the problem, Hmmmm... kind of hard to piece together whats goin' on from just this, what spell is 68 on your system? And is it supposed to not have any args? I'm using an event system myself, and I seem to remember when I first wrote it, having some problem with do_cast manipulating the argument string before I called my add_event function with it. I solved that my making a copy of argument at the top of the fucntion and using that when building my event_data structure... maybe this helps? Another thing you might want to check out, is are your events being removed properly when they get executed or disrupted or when the character involved leaves the game? I'm assuming your using a linked list or a doubly linked list for an event queue... -Sky
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