Login
User Name:

Password:



Register
Forgot your password?
Vote for Us!
tintin++ ogg sound player script for linux
Author: Robert Smith
Submitted by: Vladaar
6Dragons ogg Soundpack
Author: Vladaar
Submitted by: Vladaar
6Dragons 4.4
Author: Vladaar
Submitted by: Vladaar
LoP 1.46
Author: Remcon
Submitted by: Remcon
LOP 1.45
Author: Remcon
Submitted by: Remcon
Users Online
CommonCrawl, DotBot, Google, Yandex

Members: 0
Guests: 6
Stats
Files
Topics
Posts
Members
Newest Member
481
3,739
19,386
622
ignatius
Today's Birthdays
There are no member birthdays today.
Related Links
» SmaugMuds.org » Codebases » SmaugFUSS » [BUG] Weather Messages send i...
Forum Rules | Mark all | Recent Posts

[BUG] Weather Messages send in wrong sectortypes.
< Newer Topic :: Older Topic >

Pages:<< prev 1 next >>
Post is unread #1 Mar 14, 2008, 8:05 pm   Last edited Mar 14, 2008, 8:09 pm by Kayle
Go to the top of the page
Go to the bottom of the page

Kayle
Off the Edge of the Map
GroupAdministrators
Posts1,195
JoinedMar 21, 2006

Simple fix for a simple problem. In the new weather system for 1.9, weather messages actually ignore sector type and go straight to room flags.

In weather.c: replace WeatherMessage with the following:
//Send a message to a player in the area, assuming they are outside, and awake.
void WeatherMessage( const char *txt, int x, int y )
{
	AREA_DATA *pArea;
	DESCRIPTOR_DATA *d = NULL;

	for( pArea = first_area; pArea; pArea = pArea->next )
        {
	  if( pArea->weatherx == x && pArea->weathery == y )
	  	  for( d = first_descriptor; d; d = d->next )
			  if( d->connected == CON_PLAYING )
                              if( d->character && ( d->character->in_room->area == pArea ) 
                                     && !NO_WEATHER_SECT( d->character->in_room->sector_type ) 
                                     && IS_AWAKE( d->character ) )
					send_to_char( txt, d->character );
	}
}


And you'll be good to go.
       
Pages:<< prev 1 next >>