Both the move_char and enter_map code have a player: do_look (ch, "auto"
The only do_look there should be in move_char is:
* Make sure everyone sees the room description of death traps.
if (xIS_SET (ch->in_room->room_flags, ROOM_DEATH) && !IS_IMMORTAL (ch))
if (xIS_SET (ch->act, PLR_BRIEF))
brief = TRUE;
xREMOVE_BIT (ch->act, PLR_BRIEF);
do_look (ch, "auto"
xSET_BIT (ch->act, PLR_BRIEF);
If you see any other one within the move_char function, comment it and see how that works.
You may also want to check your char_to_room code in handler.c and check if it has the player do_look ... i've seen a few modified codes where that was added in.