First thing, consider whether or not this mud is pkill. You might then
wish to make sure that the room they load in is safe, or give them a
SAFETY flag or something for say 5 minutes. Second, have a look at my
additions. This would handle MUDs where you have players save to rooms,
or use the house code.
> Subject: void raw_kill()
>
> Allright You guessed it this just a quick hack of void raw_kill. I got
> tired of
> having people booted out to the menu screen if they died. This way they are
> re-
> turned to the mortal start room whence they began. Yes it is ugly, but it
> works. If you have any suggestions, holler @ me.
> >>------Bo----->Young
>
> void raw_kill(struct char_data * ch)
> {
> sh_int load_room; /* Which room to place char in Taliesin - The Mists of
> Avalon */
>
+// just for arguments sake, add these lines
+if(IS_NPC(ch) return; // if you forgot to check this before calling func.
+
+if(GET_LOADROOM(ch) > 0) // depending on compiler you may not need > 0
+{
+ load_room = GET_LOADROOM(ch);
+}
+else
+{
> if (GET_LEVEL(ch) >= LVL_IMMORT)
> load_room = r_immort_start_room;
> else
> load_room = r_mortal_start_room;
+}
>
> if (FIGHTING(ch))
> stop_fighting(ch);
>
> while (ch->affected)
> affect_remove(ch, ch->affected);
>
> death_cry(ch);
>
> if (!IS_NPC(ch)) {
> make_corpse(ch);
> char_from_room(ch);
> char_to_room(ch, load_room);
> GET_POS(ch) = POS_STANDING;
> look_at_room(ch, 0);
> } else {
> make_corpse(ch);
> extract_char(ch);
> }
> }
>
--
email: jfrench@umr.edu ICQ#: 13579151
Joshua French web: www.umr.edu/~jfrench
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