Re: fastaggr

From: John Evans (evansj@DATAWEST.NET)
Date: 08/05/98


On Wed, 5 Aug 1998, I Chose No Name wrote:

> Okay, sorry to post about this again...a lot of people responded to my
> previous post, but i still don't know what to do :) I'll post the code again,
> and i don't mean to say "give me code"...but...well, basically...i guess i am
> saying that :) heh, i don't have a clue what to do :~(

How about this:

move the 'fastaggr' code from its current location and put it at the end
of perform_move(). In the code for perform_move() do something like....

perform_move()
{
  .... /* Code written so small you can't read it */

 if (player_hits_dt) {
    kill_player;
    death_cry;
    laugh_maniacally;
    return;
 }

  /* rest of perform_move */

  /* Fast aggr code */
}

That way if the person hits a DT, the function stops and the fast aggr
code never gets called.

I'd give you more details, but I don't feel like hunting down stock code
and my perform_move() function is all custom so it wouldn't do you much
good.

John Evans <evansj@datawest.net>             AKA: Zeavon
http://www.hi-line.net/~evansj/              telnet://spear.gator.net:1066

Any sufficiently advanced technology is indistinguishable from magic.
--Arthur C. Clarke
I find planning for the future allows one to delay acting in the present.
--Chris England


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