> As far as I know -- it makes no difference. So if you want to cut > out that from equip_char it shouldn't make a difference. Or you could set > their in_room to 'r_mortal_start_room' -- it'll be changed to the > appropriate value (which probably is r_mortal_start_room, anyway) when > they press '1', so just doing: > > d->character->in_room = r_mortal_start_room; > > Before the code to autoequip will work fine. That could result in some strange results with the light in r_mortal_start_room. I don't like any of the solutions very much. The equip should be performed after the player has entered a room.. But that would need quite a lot of work. I think I'll stick to plan A. (Just suppressing the error message in equip_char and unequip_char.) /Per Widerlund, RiftMUD
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