> only sometimes, cause he's also a scavenger so he can pick up things.
>
> Problem is sometimes when you're in room with spoof, you get teleported
> away, no matter *WHAT* you do, code is as follows :
>
> /* START SPOOF */
>
> SPECIAL(spoof)
> {
> struct char_data *vict;
> extern int top_of_world;
>
Because whoever is in the room with spoof and types a command, it runs the
special using THEM as ch, in essence, they become spoof. First off, add:
if(cmd)
return 0;
This'll stop the thing from happeneing when people type commands. Also, add
at the top:
struct char_data *spoof = (struct char_data*)me;
Then use spoof for the character spoof... because in mob specials, ch is
whoever activated the special. In this case, spoof will ALWAYS be the mob.
me is a void * pointer... it has no set type, it just passes information.
you set spoof to cast a char_data struct from me, which is the void pointer
to the mob's structure. That made no sense. If you need more explanation
write me back. I have to go out now. :)
Hades
> if (GET_POS(ch) != POS_FIGHTING)
> {
> switch (number(0,30))
> {
> case 0:
> act("$n peers around to see if anyone is looking.\r\n",FALSE,
> ch,0, 0, TO_ROOM)
> act("$n makes a magical gesture and suddemly
> disappears.\r\n",FALSE, ch,0, 0, TO_ROOM)
> act("You Teleport somewhere else.\r\n",FALSE, ch,0, 0, TO_ROOM)
> char_from_room(ch);
> char_to_room(ch, number(0, top_of_world));
> act("You hear something that sounds like *SPOOF*", FALSE, ch, 0, 0,
> TO_ROOM);
> look_at_room(ch, 0);
> return(1);
> default:
> return(0);
> }
> }
> }
>
> /* END SPOOF */
>
> Noway I can see what is wrong, of course it adds a little spice to the
> game that you teleport somewhere else just by being nearby this fella
> and just look, but thats not the intention of it.
>
> Anyone any idea to what i'm doing wrong??? It's no use of putting in a
> check if it's a mob or not, then it's only mobs who will get teleported
> around, but still, it's only spoof who needs to be teleported.
>
> Help1 :)
>
> /Soren total overseeing the obvious.
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