Mark Dickey wrote:
>
> Ok, I have one more question at the moment.
>
> I just got it to work (having players return to the game t\where they
> quit) but if they quit to the menu, and enter the game, they return in the
> default location.
>
> So, if the player quits, chooses option 0, and telnets back to the game,
> it works perfectly, but if the player quits, and chooses option 1, he
> returns to the default location. What I expect is happening is that the
> player is not getting saved when he the game, but when he chooses option
> 0. The strange thing is, is that in my "do_quit" I have found where it
> shows the menu, and there is a save_char before it. I also looked, and
> there doen't seem to be any more save_chars after that point.
>
> I also took almost all of the save-chars and changed them to save the
> players location. If you want, I can post any code that would be helpful.
>
> I expect it is a real stupid mistake of mine, but....... *sigh*
>
Check your do_quit. To end the quit - 1 recall thing just stick
something like this in do_quit
else if (GET_POS(ch) < POS_STUNNED) {
send_to_char("You die before your time...\r\n", ch);
die(ch, NULL);
} else {
value = world[IN_ROOM(ch)].number;
if(real_room(value) != NOWHERE && GET_LEVEL(ch)< LVL_IMMORT){
SET_BIT(PLR_FLAGS(ch), PLR_LOADROOM);
GET_LOADROOM(ch) = value;
}
note: I didn't write the above, but it works and I use it here :)
RS
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