--- deliantra/server/include/config.h 2006/12/13 02:55:50 1.23 +++ deliantra/server/include/config.h 2006/12/22 16:34:00 1.28 @@ -18,7 +18,7 @@ along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - The authors can be reached via e-mail at crossfire-devel@real-time.com + The authors can be reached via e-mail at crossfire@schmorp.de */ /* This file contains various #defines that select various options. @@ -68,7 +68,6 @@ * MAX_TIME - how long an internal tick is in microseconds * MANY_CORES - generate core dumps on gross errors instead of continuing? * PARTY_KILL_LOG - stores party kill information - * WATCHDOG - allows use of an external watchdog program * ***********************************************************************/ @@ -134,7 +133,6 @@ #define SPELL_ENCUMBRANCE TRUE #define SPELL_FAILURE_EFFECTS FALSE #define REAL_WIZ TRUE -#define RECYCLE_TMP_MAPS FALSE #define RESURRECTION FALSE #define SEARCH_ITEMS TRUE #define NOT_PERMADETH TRUE @@ -255,15 +253,6 @@ #define PERM_EXP_GAIN_RATIO 0.10f #define PERM_EXP_MAX_LOSS_RATIO 0.50f -/* - * WATCHDOG lets sends datagrams to port 13325 on localhost - * in (more-or-less) regular intervals, so an external watchdog - * program can kill the server if it hangs (for whatever reason). - * It shouldn't hurt anyone if this is defined but you don't - * have an watchdog program. - */ -#define WATCHDOG - /* Enable the new material code - it needs some work. You can * enable this, and things will work, just you'll see a whole * bunch more materials show up, and thus a whole bunch more materials @@ -643,22 +632,6 @@ #define AUTOSAVE 1000 -/* Often, emergency save fails because the memory corruption that caused - * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE - * to disable emergency saves. This actually does - * prevent emergency saves now (Version 0.90.5). - */ - -#define NO_EMERGENCY_SAVE - -/* By selecting the following, whenever a player does a backup save (with - * the 'save command), the player will be saved at home (EMERGENCY_MAP_* - * information that is specified later). IF this is not set, the player - * will be saved at his present location. - */ - -/*#define BACKUP_SAVE_AT_HOME*/ - /* RESET_LOCATION_TIME is the number of seconds that must elapse before * we will return the player to his savebed location. If this is zero, * this feature is disabled (player will resume where ever he was