Funny code segments
From Wormhole Sci-Fi MUD Homepage
Anonymous programmer in act.world.c:
/* Forgive the Hungarian notation, I'm turning into a Windows programmer... I'm a traitor, I know... */
Vader loses it, in act.offensive.c:
/* ** 25/05/98 ** ** It's times like these one thinks about ramming a large stake through one's ** eye socket. Who knows how many times the MUD has crashed for the same ** reasons, but if anyone drops a bomb, or whatever, and it explodes after ** they've quit the game, their char_data struct is freed, so the armed_by ** pointer is pointing to freed memory -- fooking great :/ I shall change ** it to store the id_num, and then check to see if the struct is null in ** the damage() function and just return if so... ** --DJW */
Vader explains the existence of key_statue in spec_procs.:
/* Hey, I do the code, I get to make a spec_proc in two minutes to at least /try/ and make my area more interesting :) -DJW */
Anonymous programmer in utils.c:
/* * Some string helper functions for constant values. Intended to help reduce * memory usage ... given the bloat of this thing, I'm not sure why I'm doing * this... */
Vader puts in a quick and dirty fix for radiation, in act.wizard.c:
/* standard resistance to radiation -DJW... actually it's 4:30 and I can't be arsed to alter constants.c too :) */ ch->points.max_rad = 100;
Somewhere in db.c:
default:
whlog("SYSERR: Ack! Monsters ate my mother! (special_assign maybe?)");
break;
Somebody cheating, by any chance? In fight.c where critical hits are calculated:
if (number (1, 5000) < GET_SKILL (ch, SKILL_CRITICAL_HIT)
|| !(strcasecmp (GET_NAME (ch), "zeus")))
{ ...
Bertha annotates one of her scripts in 'Chapter One':
wait 1s *---Now I'm going to type "fol" %actor.name%". Note the use of "fol *--- rather than "follow". This is because Dan's a walking, *---talking porksword with fleas. fol %actor.name%
~
Found in auction.c (at the very end) - probably Vader:
/* what are you doing down here? the code's over, go home, nothing to see ;) */
