On Wed, 5 Aug 1998, I Chose No Name wrote: > Okay, sorry to post about this again...a lot of people responded to my > previous post, but i still don't know what to do :) I'll post the code again, > and i don't mean to say "give me code"...but...well, basically...i guess i am > saying that :) heh, i don't have a clue what to do :~( How about this: move the 'fastaggr' code from its current location and put it at the end of perform_move(). In the code for perform_move() do something like.... perform_move() { .... /* Code written so small you can't read it */ if (player_hits_dt) { kill_player; death_cry; laugh_maniacally; return; } /* rest of perform_move */ /* Fast aggr code */ } That way if the person hits a DT, the function stops and the fast aggr code never gets called. I'd give you more details, but I don't feel like hunting down stock code and my perform_move() function is all custom so it wouldn't do you much good. John Evans <evansj@datawest.net> AKA: Zeavon http://www.hi-line.net/~evansj/ telnet://spear.gator.net:1066 Any sufficiently advanced technology is indistinguishable from magic. --Arthur C. Clarke I find planning for the future allows one to delay acting in the present. --Chris England +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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