On Tuesday, October 28, 1997 5:48 PM, George [SMTP:greerga@DRAGON.HAM.MUOHIO.EDU] wrote: > On Tue, 28 Oct 1997, Angus Mezick wrote: > > >#define CHECK_WAIT(ch) ((!IS_NPC(ch))? \ > > (((ch)->desc) ? ((ch)->desc->wait > 1) : 0 ):\ > > (GET_MOB_WAIT(ch)>0)) > > > >I know it looks nasty and icky, but do you see anything wrong but a bad > >code > >style? > > I think it's glossing over the real problem at hand. There shouldn't be > two versions of the same variable for mobs and pcs. > I agree 100% there. I yanked that union out of the character structure a long time ago. After I spent several hours trying to figure out why the heck one thing was affecting another when they had no business doing so. Bottom line: IMHO, there shouldn't be unions in the structs. Confuses too many people. Another thing. Why the heck does stock code allocate a mob_specials structure for players? Seems to me fixing both of those problems results in a memory-neutral fix. Actually saves a few bytes.. but only on players.. not enough to really matter in the great scheme of things. --Mallory Neither sweat, nor blood, nor frustration, nor lousy manuals nor missing parts, nor wrong parts shall keep me from my task. --Christopher Hicks +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/08/00 PST