Fixes:
* Fixed cstatus() [AEJ]
+ * Fixed bug that caused some lock types to incorrectly count
+ recursion depth [AEJ]
boolexp_recursion--;
break;
case OP_TDIVISION:
- boolexp_recursion++;
/* basicaly what we're doing is if we catch a '+' key
* we're going to loop upwards in the players division
- * tree & tre to match it to the division lock somewhere
+ * tree & try to match it to the division lock somewhere
* upwards.
*/
s = (char *) bytecode + arg;
r = (div2 == div);
}
}
- boolexp_recursion--;
break;
case OP_TPWRGRP:
- boolexp_recursion++;
s = (char *) bytecode + arg;
break;
case OP_TLEVEL:
- boolexp_recursion++;
s = (char *) bytecode + arg;
switch (*s) {
case '>':
default:
r = LEVEL(player) == parse_number(s);
}
- boolexp_recursion--;
break;
case OP_TOBJID:
{