> When someone quits, something like so happens:
>
> /* Save the VNUM of the room that they are in. */
> if (!PLR_FLAGGED(ch, PLR_LOADROOM))
> GET_LOADROOM(ch) = world[ch->in_room].number;
>
I wrote this in do_quit. Before the extract_char(ch).
> When they are placed back into the game (new connection or otherwise),
> something like the following is used in nanny():
>
> load_room = GET_LOADROOM(d->character);
> if (load_room != NOWHERE)
> load_room = real_room(load_room);
I added this at the right place.
> Then it does the normal checks to make sure that they are not being placed
> in NOWHERE because of a room being removed. If they are going to be
> placed in NOWHERE, then they are stuck in the proper start_room. Then the
> final check for frozen is done. Once all of that is done, you have the
> start room that they saved with.
>
> Pretty simple, no?
Simple to talk about, not simple to get working.
I doesn't work for me, sorry.
>Christoffer
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