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Question I'm wondering if this is also a stock issue?

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04 Nov 2022 11:37 #10214 by zusuk
We have this old bug report, that I'm now just looking at:
github.com/LuminariMUD/Luminari-Source/issues/14

Is this a stock issue as well?  If so, what would y'all recommend for handling?

Thanks in advance!
 

Website
www.luminariMUD.com

Main Game Port
luminariMUD.com:4100

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07 Nov 2022 07:35 #10220 by zusuk
Here is how I fixed it with us in case anybody else runs into this issue:
Code:
      char buf[MAX_STRING_LENGTH] = {'\0'};       struct list_data *room_list = NULL;       snprintf(buf, sizeof(buf), "$n commands, '%s'.", message);       act(buf, FALSE, ch, 0, 0, TO_ROOM);       room_list = create_list();       for (vict = world[IN_ROOM(ch)].people; vict; vict = next_vict)       {         next_vict = vict->next_in_room;         if (pet_order_check(ch, vict)) /* this is a function to check whether its a valid pet */         {           add_to_list(vict, room_list);         }       }       if (room_list->iSize == 0)       {         free_list(room_list);         send_to_char(ch, "Nobody here is a loyal subject of yours!\r\n");         return;       }       while ((vict = (struct char_data *)simple_list(room_list)) != NULL)       {         if (pet_order_check(ch, vict))         {           found = TRUE;           command_interpreter(vict, message);         }       }       if (found)       {         USE_FULL_ROUND_ACTION(ch);         send_to_char(ch, "%s", CONFIG_OK);       }       else       {         /* it shouldn't be possible to get here, but regardless... */         send_to_char(ch, "Nobody here is a loyal subject of yours!\r\n");       }       if (room_list)         free_list(room_list);

Website
www.luminariMUD.com

Main Game Port
luminariMUD.com:4100

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