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Comparing deliantra/server/server/main.C (file contents):
Revision 1.100 by root, Mon Apr 30 04:25:30 2007 UTC vs.
Revision 1.101 by root, Sat May 12 20:21:54 2007 UTC

288{ 288{
289 /* Then check if any players should use weapon-speed instead of speed */ 289 /* Then check if any players should use weapon-speed instead of speed */
290 for_all_players (pl) 290 for_all_players (pl)
291 { 291 {
292 /* The code that did weapon_sp handling here was out of place - 292 /* The code that did weapon_sp handling here was out of place -
293 * this isn't called until after the player has finished there 293 * this isn't called until after the player has finished her
294 * actions, and is thus out of place. All we do here is bounds 294 * actions, and is thus out of place. All we do here is bounds
295 * checking. 295 * checking.
296 */ 296 */
297 if (pl->has_hit) 297 if (pl->has_hit)
298 { 298 {
299 if (pl->ob->speed_left > pl->weapon_sp) 299 if (pl->ob->speed_left > pl->weapon_sp)
353 else 353 else
354 op->last_anim++; 354 op->last_anim++;
355 355
356 if (op->speed_left > 0) 356 if (op->speed_left > 0)
357 { 357 {
358#if 0
359 /* I've seen occasional crashes in move_symptom() with it
360 * crashing because op is removed - add some debugging to
361 * track if it is removed at this point.
362 * This unfortunately is a bit too verbose it seems - not sure
363 * why - I think what happens is a map is freed or something and
364 * some objects get 'lost' - removed never to be reclaimed.
365 * removed objects generally shouldn't exist.
366 */
367 if (QUERY_FLAG (op, FLAG_REMOVED))
368 {
369 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
370 }
371#endif
372 --op->speed_left; 358 --op->speed_left;
373 process_object (op); 359 process_object (op);
374 360
375 if (op->destroyed ()) 361 if (op->destroyed ())
376 continue; 362 continue;

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