On Sat, 19 Jul 1997, Erwin S. Andreasen wrote:
> > the fix i did for this, was to do this
> >
> > write_to_descriptor (desc, "\n\rCopyover recovery complete.\n\r");
> > enter_player_game(d);
> > + d->character->next = character_list;
> > + character_list = d->character;
> > d->connected = CON_PLAYING;
>
> Right; my MERC type enter_player_game does that.
Ehm, wait, The enter_player_game I made in Circle *also* does that :)
/* load the player, put them in the right room - used by copyover_recover too */
int enter_player_game (struct descriptor_data *d)
{
extern sh_int r_mortal_start_room;
extern sh_int r_immort_start_room;
extern sh_int r_frozen_start_room;
sh_int load_room;
int load_result;
reset_char(d->character);
if (PLR_FLAGGED(d->character, PLR_INVSTART))
GET_INVIS_LEV(d->character) = GET_LEVEL(d->character);
if ((load_result = Crash_load(d->character)))
d->character->in_room = NOWHERE;
save_char(d->character, NOWHERE);
>> d->character->next = character_list;
>> character_list = d->character;
=============================================================================
Erwin Andreasen Herlev, Denmark <erwin@pip.dknet.dk> UNIX System Programmer
<URL:http://pip.dknet.dk/~erwin/> (not speaking for) DDE
=============================================================================
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