Zone idling
			 
			 
			
		
		
		
		How do you go about altering this piece of code so that i can let most zones idle and others i (input) choose not ? c++ not my thing :p 
 
 
void EntityList::MobProcess() { 
#ifdef IDLE_WHEN_EMPTY 
	if(numclients < 1) 
		return; 
#endif 
	_ZP(EntityList_MobProcess); 
	LinkedListIterator<Mob*> iterator(mob_list); 
	iterator.Reset(); 
	while(iterator.MoreElements()) 
	{ 
		if(!iterator.GetData()) 
		{ 
			iterator.Advance(); 
			continue; 
		} 
		if(!iterator.GetData()->Process()){ 
			Mob* mob=iterator.GetData(); 
			if(mob->IsNPC()) 
				entity_list.RemoveNPC(mob->CastToNPC()->GetID()); 
#ifdef BOTS 
			else if(mob->IsBot()) { 
				entity_list.RemoveBot(mob->CastToBot()->GetID()); 
			} 
#endif 
			else{ 
#ifdef WIN32 
					struct in_addr	in; 
					in.s_addr = mob->CastToClient()->GetIP(); 
					cout << "Dropping client: Process=false, ip=" << inet_ntoa(in) << ", port=" << mob->CastToClient()->GetPort() << endl; 
#endif 
					zone->StartShutdownTimer(); 
					Group *g = GetGroupByMob(mob); 
					if(g) { 
						LogFile->write(EQEMuLog::Error, "About to delete a client still in a group."); 
						g->DelMember(mob); 
					} 
					Raid *r = entity_list.GetRaidByClient(mob->CastToClient()); 
					if(r) { 
						LogFile->write(EQEMuLog::Error, "About to delete a client still in a raid."); 
						r->MemberZoned(mob->CastToClient()); 
					} 
					entity_list.RemoveClient(mob->GetID()); 
			} 
			iterator.RemoveCurrent(); 
		} 
		else 
			iterator.Advance(); 
	} 
} 
		
	
		
		
		
		
		
		
			
				__________________ 
				--You start casting " Extra Content"--    
--You Hit your database for 9.999 Damage, you have slain your Server--    
-- Please wait reinstalling!--/Sigh   
			 
		
		
		
		
		
		
	
		
		
	
	
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