global_eval_context.wnxt[j] = NULL;
for (j = 0; j < NUMQ; j++)
global_eval_context.rnxt[j] = NULL;
+ strcpy(global_eval_context.ccom, "");
/* do the person's personal connect action */
(void) queue_attribute(player, "ACONNECT", player);
global_eval_context.wnxt[j] = NULL;
for (j = 0; j < NUMQ; j++)
global_eval_context.rnxt[j] = NULL;
+ strcpy(global_eval_context.ccom, "");
/* do the person's personal connect action */
(void) queue_attribute(player, "ACONNECT", player);
global_eval_context.wnxt[j] = NULL;
for (j = 0; j < NUMQ; j++)
global_eval_context.rnxt[j] = NULL;
+ strcpy(global_eval_context.ccom, "");
/* Setup all connect information as info to pass */
(void) queue_attribute(player, "ADISCONNECT", player);
for (i = 0; i < ncom; i++) {
- if (!qfirst)
+ if (!qfirst) {
+ strcpy(global_eval_context.ccom, "");
return i;
+ }
/* We must dequeue before execution, so that things like
* queued @kick or @ps get a sane queue image.
*/
global_eval_context.cplr = NOTHING;
strcpy(global_eval_context.ccom, "purge");
purge();
+ strcpy(global_eval_context.ccom, "");
}
if (options.dbck_counter <= mudtime) {
global_eval_context.cplr = NOTHING;
strcpy(global_eval_context.ccom, "dbck");
dbck();
+ strcpy(global_eval_context.ccom, "");
}
if (idle_counter <= mudtime) {
global_eval_context.cplr = NOTHING;
strcpy(global_eval_context.ccom, "dump");
fork_and_dump(1);
+ strcpy(global_eval_context.ccom, "");
flag_broadcast(0, "ON-VACATION", "%s",
T
("Your ON-VACATION flag is set! If you're back, clear it."));
global_eval_context.cplr = NOTHING;
strcpy(global_eval_context.ccom, "warnings");
run_topology();
+ strcpy(global_eval_context.ccom, "");
}
#ifdef MUSHCRON
if((mudtime % 60) == 0)