Hi Everyone- I was attempting to change the flee code a bit so that a player could not flee if they were in WAIT_STATE from performing an offensive skill. This is mostly so that assassins can't backstab an opponent when they are below their wimp level and automatically flee, only to return and do it again. This is the code that I came up with from fight.c. Everything is stock except for what's after last && if (!IS_NPC(victim) && GET_WIMP_LEV(victim) && (victim != ch) && GET_HIT(victim) < GET_WIMP_LEV(victim) && victim->desc->wait < PULSE_VIOLENCE) { send_to_char("You wimp out, and attempt t0 flee!\r\n", victim); do_flee(victim, "", 0, 0); } I wrongfully assumed that this worked, but I noticed the game had been crashing, and a gdb analysis points at this line. I tried to just do if(!WAIT_STATE(victim)) and if(!victim->desc>wait) but those don't work because if you are fighting, you are almost always in some amount of wait. Any ideas on how to make this work properly? -Brian -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Brian Guilbault - GMI Engineering Institute E-mail: guil9964@gmi.edu, dante@i-55.com WWW: http://www.gmi.edu/~guil9964/ QuarantineMUD: Telnet to exit2.i-55.com 4000 -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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