> As for killing off a socket, just set pl->socket->status = Ns_Dead (might not > have all the variable names set right there, but that should be a good > approximation). > > The socket code will see the socket is marked dead, and do appropriate cleanup > (disconnect, save player, etc). The actual socket code doesn't really care why > the socket is now dead - Ns_Dead can also be set if the socket falsl too far > behind in processing information from the server. So anyone have a problem if I change command_kick to kill the socket rather than call play_again? _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel