Re: [CODE] look_in_room prob

From: Mark A. Heilpern (heilpern@MINDSPRING.COM)
Date: 04/29/98


At 07:04 PM 4/28/98 -0700, you wrote:
>[1245] DemiGods Room [ INDOORS ]DemiGods Room

>As you can see its doubling up on the Room name for some odd reason.  I
>even took out the color and put it back the way it was but its still
>doing it.
>
>Heres the code from look_at_room:
>
>--snip--
>
>void look_at_room(struct char_data * ch, int ignore_brief)
>{
>  if (!ch->desc)
>    return;
>
>  if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) {
>    send_to_char("It is pitch black...\r\n", ch);
>    return;
>  } else if (IS_AFFECTED(ch, AFF_BLIND)) {
>    send_to_char("You see nothing but infinite darkness...\r\n", ch);
>    return;
>  }
>  send_to_char(CCCYN(ch, C_NRM), ch);
>  if (PRF_FLAGGED(ch, PRF_ROOMFLAGS)) {
>    sprintbit((long) ROOM_FLAGS(ch->in_room), room_bits, buf);
>    sprintf(buf2, "[%5d] &b%s&G [ %s]", world[ch->in_room].number,
>            world[ch->in_room].name, buf);
>    send_to_char(buf2, ch);
>
>--snip--
>

After this point, the stock mud source has:
                } else
                  send_to_char(world[ch->in_room].name, ch);

It seems to me like maybe you dropped the "else" from yours.


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