mirror of
https://github.com/tbamud/tbamud.git
synced 2026-02-23 03:51:52 +01:00
Fixed respawn bug and npc memory issue.
This commit is contained in:
@@ -460,7 +460,7 @@ void copyover_recover()
|
||||
if (!PLR_FLAGGED(d->character, PLR_DELETED)) {
|
||||
REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_WRITING);
|
||||
REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_MAILING);
|
||||
REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_CRYO);
|
||||
REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_CRYO);
|
||||
} else
|
||||
fOld = FALSE;
|
||||
} else
|
||||
@@ -473,7 +473,13 @@ void copyover_recover()
|
||||
} else {
|
||||
write_to_descriptor (desc, "\n\rCopyover recovery complete.\n\r");
|
||||
GET_PREF(d->character) = pref;
|
||||
|
||||
enter_player_game(d);
|
||||
|
||||
/* Clear their load room if it's not persistant. */
|
||||
if (!PLR_FLAGGED(d->character, PLR_LOADROOM))
|
||||
GET_LOADROOM(d->character) = NOWHERE;
|
||||
|
||||
d->connected = CON_PLAYING;
|
||||
look_at_room(d->character, 0);
|
||||
|
||||
|
||||
@@ -930,10 +930,19 @@ void extract_char_final(struct char_data *ch)
|
||||
if (FIGHTING(k) == ch)
|
||||
stop_fighting(k);
|
||||
}
|
||||
/* we can't forget the hunters either... */
|
||||
for (temp = character_list; temp; temp = temp->next)
|
||||
/* Whipe character from the memory of hunters and other intelligent NPCs... */
|
||||
for (temp = character_list; temp; temp = temp->next) {
|
||||
/* PCs can't use MEMORY, and don't use HUNTING() */
|
||||
if (!IS_NPC(temp))
|
||||
continue;
|
||||
/* If "temp" is hunting our extracted char, stop the hunt. */
|
||||
if (HUNTING(temp) == ch)
|
||||
HUNTING(temp) = NULL;
|
||||
/* If "temp" has allocated memory data and our ch is a PC, forget the
|
||||
* extracted character (if he/she is remembered) */
|
||||
if (!IS_NPC(ch) && MEMORY(temp))
|
||||
forget(temp, ch); /* forget() is safe to use without a check. */
|
||||
}
|
||||
|
||||
char_from_room(ch);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user