Here are patches for exactly what i have..
client.cpp..
Code:
--- client.cpp 2006/06/20 02:36:20 1.2
+++ client.cpp 2006/06/21 06:07:41 1.3
@@ -143,6 +143,9 @@
ooc_timer(1000),
shield_timer(500),
fishing_timer(8000),
+#ifdef CRIPP
+ save_timer(60000),
+#endif
#ifdef REVERSE_AGGRO
scanarea_timer(AIClientScanarea_delay),
#endif
@@ -207,6 +210,9 @@
npclevel = 0;
pQueuedSaveWorkID = 0;
position_timer_counter = 0;
+#ifdef CRIPP
+ save_timer.Enable();
+#endif
fishing_timer.Disable();
shield_timer.Disable();
dead_timer.Disable();
client.h..
Code:
--- client.h 2006/06/20 02:36:21 1.2
+++ client.h 2006/06/21 06:07:41 1.3
@@ -768,6 +770,9 @@
Timer ooc_timer;
Timer shield_timer;
Timer fishing_timer;
+#ifdef CRIPP
+ Timer save_timer;
+#endif
#ifdef REVERSE_AGGRO
Timer scanarea_timer;
#endif
client_process.cpp..
Code:
--- client_process.cpp 2006/06/20 02:36:21 1.2
+++ client_process.cpp 2006/06/21 06:07:41 1.3
@@ -146,7 +146,15 @@
if (fishing_timer.Check()) {
GoFish();
}
-
+
+#ifdef CRIPP
+ if (save_timer.Check()) {
+ Save(2);
+ Message(0, "%s successfully saved.", GetName());
+ save_timer.Start(300000);
+ }
+#endif
+
if (bardsong_timer.Check() && bardsong != 0) {
//NOTE: this is kinda a heavy-handed check to make sure the mob still exists before
//doing the next pulse on them...
hope this is a little more readable ;p
(I also changed the numbers a bit to make it less annoying)