version 1.79 | | version 1.80 |
---|
| | |
/* | | /* |
* static char *rcsid_player_c = | | * static char *rcsid_player_c = |
* "$Id: player.c,v 1.79 2002/03/01 21:33:11 avogl Exp $"; | | * "$Id: player.c,v 1.80 2002/03/13 04:59:35 mwedel Exp $"; |
*/ | | */ |
| | |
/* | | /* |
| | |
op->chosen_skill = NULL; | | op->chosen_skill = NULL; |
unlock_player(op->name); | | unlock_player(op->name); |
send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); | | send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
| | /* a bit of a hack, but there are various places early in th |
| | * player creation process that a user can quit (eg, roll |
| | * stats) that isn't removing the player. Taking a quick |
| | * look, there are many places that call play_again without |
| | * removing the player - it probably makes more sense |
| | * to leave it to play_again to remove the object in all |
| | * cases. |
| | */ |
| | if (!QUERY_FLAG(op, FLAG_REMOVED)) |
| | remove_ob(op); |
} | | } |
| | |
| | |