/* Building dependencies for gameloop.c Compiling gameloop.c gameloop.c: In function `update_handler': gameloop.c:350: parse error before `*' gameloop.c:351: `ch' undeclared (first use in this function) gameloop.c:351: (Each undeclared identifier is reported only once gameloop.c:351: for each function it appears in.) gameloop.c:353: parse error before `*' gameloop.c:354: `obj' undeclared (first use in this function) gameloop.c:356: parse error before `*' gameloop.c:357: `room' undeclared (first use in this function) make: *** [gameloop.o] Error 1 */ void update_handler() { static int num_updates = 0; // increment the number of updates we've done num_updates++; // pulse actions and events -> one pulse pulse_actions(1); pulse_events(1); // pulse world // we don't want to be on the same schedule as // everything else, that updates every PULSES_PER_SECOND. // We want to be on a schedule that updates every minute or so. if((num_updates % (1 MINUTE)) == 0) worldPulse(gameworld); // if we have final extractions pending, do them CHAR_DATA *ch = NULL; while((ch = listPop(mobs_to_delete)) != NULL) extract_mobile_final(ch); OBJ_DATA *obj = NULL; while((obj = listPop(objs_to_delete)) != NULL) extract_obj_final(obj); ROOM_DATA *room = NULL; while((room = listPop(rooms_to_delete)) != NULL) extract_room_final(room);