Difference for include/config.h from version 1.12 to 1.13


version 1.12 version 1.13
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 /*  /*
  * static char *rcsid_config_h =   * static char *rcsid_config_h =
  *   "$Id: config.h,v 1.12 2001/01/15 22:33:32 cvs Exp $";   *   "$Id: config.h,v 1.13 2001/02/11 09:12:13 cvs Exp $";
  */   */
   
 /*  /*
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 #define MAP_RESET  #define MAP_RESET
 #define MAP_MAXRESET 7200  #define MAP_MAXRESET 7200
   
 /* CHECK_ACTIVE_MAPS is in certain functions to determine how often  
  * the process_active maps function should be called.  In general, a simple  
  * count variable is used (ie, every CHECK_ACTIVE_MAPS objects loaded/saved  
  * or pixmaps built, call the function.  The process_maps function will  
  * return without doing any processing if not enough time has elapsed.  
  * In general, a too low value for CHECK_ACTIVE_MAPS will cause some  
  * loss in performance, a too high value will mean that the function is  
  * not called enough, causing uneven movement.  
  * If CHECK_ACTIVE_MAPS is 0, then the function is never called.  
  * Also see PROCESS_WHILE_LOADING below.  
  */  
   
 #define CHECK_ACTIVE_MAPS 25  
   
 /* This option will cause process_maps to be called while maps are  
  * being loaded and saved.  This has the advantage that other  
  * players (the one that did not enter a new map) can do whatever they  
  * want while the map is loading, and are not frozen.  Same is true  
  * when a map is being frozen.  
  *  
  * If you are on a sufficiently fast machine, the map loading and  
  * saving time may be small enough, that the players don't notice  
  * anything, so setting this might not be desirable.  
  *  
  * Also, there used to be bugs associated with this - players entering maps  
  * to find that all the exits are closed, appearing the middle the  
  * ocean as the exit a map, etc.  Hopefully, I have fixed those bugs,  
  * but it is difficult to be sure.  If you set this, and find those  
  * things happening, turn this option off, and please let me know.  
  *  
  * Apparantly, there are still some bugs associated with this option, so  
  * it is better to leave commented out.  
  *  
  * Mark Wedel (mark@pyramid.com)  
  */  
 /*#define PROCESS_WHILE_LOADING*/  
   
 /*  /*
  * MAX_OBJECTS is no hard limit.  If this limit is exceeded, crossfire   * MAX_OBJECTS is no hard limit.  If this limit is exceeded, crossfire
  * will look for maps which are already scheldued for swapping, and   * will look for maps which are already scheldued for swapping, and


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