> + /* free(room); - ASAP */ Why not just use a byte in each of the main structs (room, mob, obj, shop, etc) that tells you whether or not to save a room? Granted, it won't delete it from active memory but when it actually saves the rooms, just skip over that room, so next reboot it's gone. Rasdan / \ _ ) (( )) ( (@) /|\ ))_(( /|\ _ |-|`\ / | \ (/\|/\) / | \ (@) | | ------------/--|-voV---\`|'/--Vov-|--\--------------|-| |-| '^` (o o) '^` | | | | James C. Thomas Jr. `\Y/' Founder of Finality |-| |-| rasdan@finality.com | | | | finality.com 4000 |-| |_|_____________________________________________________| | (@) l /\ / ( ( \ /\ l `\|-| l / V \ \ V \ l (@) l/ _) )_ \I `\ /' ` +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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