if (mode != 3) {
*buf2 = '\0';
if (IS_OBJ_STAT(object, ITEM_INVISIBLE))
strcat(buf2, " (invisible)");
if (IS_OBJ_STAT(object, ITEM_BLESS) && AFF_FLAGGED(ch,
AFF_DETECT_ALIGN))
strcat(buf2, " ..It glows blue!");
if (IS_OBJ_STAT(object, ITEM_MAGIC) && AFF_FLAGGED(ch,
AFF_DETECT_MAGIC))
strcat(buf2, " ..It glows yellow!");
if (IS_OBJ_STAT(object, ITEM_GLOW))
strcat(buf2, " ..It has a soft glowing aura!");
if (IS_OBJ_STAT(object, ITEM_HUM))
strcat(buf2, " ..It emits a faint humming sound!");
strcpy(buf, strcat(buf2, buf));
}
This is a HACK! The code should actually be rewritten. This will be damn
ugly to the player, BTW and I'm not sure why you'd want it like this.
Rick
-----Original Message-----
From: Nick Stout <cyberman_64@hotmail.com>
To: CIRCLE@post.queensu.ca <CIRCLE@post.queensu.ca>
Date: Thursday, December 31, 1998 4:38 PM
Subject: [NEWBIE] show_obj_to_char...
>Hey List.
>Has anyone found a way of making show_obj so that the ITEM_ Bitvectors
>are in FRONT of the object? And if so, could you possibly share an
>example of how you did it?
>Thanks.
>-CyberMan
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