Re: [OFFTOPIC] {dmitri's stupid response}

From: Mark A. Heilpern (heilpern@MINDSPRING.COM)
Date: 12/30/97


>I haven't taken a good look at the DG Scripts, and I am curious, the
>command trapping, does it only trap normally valid commands (say movement
>commands) or can it trap a command that isn't even in the master command
>list?  Speaking of which, how hard would it be to make it so that
>spec_procs can trap non-command-list commands?  That way you don't have
>to make a prototype for every command that will ever be used on the MUD,
>and not all of them are obvious.  (I don't know how many times I've seen
>people asking about commands that are ONLY used in spec_procs, simply
>because they are listed in the 'commands' list)
>

in interpreter.c, at the point that "huh?" is sent out for an invalid
command, the
DG scripts only send it out if the command fails to be recognized by a trigger
attached to the room, mobs in the room, and objects. this means you do not
need
to add do_not_here()'s anymore.


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