> > if i ever felt that multi-playing was a problem, etc. i wouldn't
> > hesitate to write in a few lines to let me in on the secret. this
> > is an issue as old as security itself, no reason to start a
> > flamewar over it, newsgroups exist for this very purpose.
> But I still see no reason for getting the original passwords,
> eighter the player will choose different ones for his players, or
> you can compare the crypted versions. If they are equal, the
> original passwords are equal, so what.
*yawn*
> int do_simple_move(struct char_data * ch, int dir, int
> need_specials_check)
> {
> int was_in, need_movement, has_boat = 0;
> struct obj_data *obj;
>
> ...
>
> if(!IS_NPC(ch)) /* non-players should not need that ... */
> look_at_room(ch, 0);
>
> ...
>
> }
>
> Should increase the performance a little bit ...
> Mobs really don't need to get a room listing.
> And it is called quite frequently.
> Kilian.
stick a check for descriptor in there (switch) and i'll be happy.
This archive was generated by hypermail 2b30 : 12/07/00 PST