retcode = damage( ch, victim, dam, sn );
if (retcode != rCHAR_DIED)
damage( ch, victim, dam, sn );
return;
if(victim == NULL)
return FALSE;
if ((victim = get_char_room(ch,NULL,arg)) == NULL)
return FALSE;
retcode = damage( ch, victim, dam, sn );
if (retcode != rCHAR_DIED)
damage( ch, victim, dam, sn );
return;
retcode = damage( ch, victim, dam, sn );
if (retcode != rVICT_DIED)
damage( ch, victim, dam, sn );
return;
damage(ch,victim,10,sn,DAM_SLASH,true);
damage(ch,victim,10,sn,DAM_BASH,true);
damage(ch,victim,10,sn,DAM_SLASH,true);
damage(ch,victim,10,sn,DAM_BASH,true);
and the first damage kills the victim, one of two things will happen:
1) PC: The second damage will jump across the world and kill him again
2)NPC: The victim will supposedly be extracted, but the second damage will still try and hit it, but since it's in a null room, the mud will crash when it tries to do any "to room" action.
does this sound more like a bug in free_char or raw_kill or.. something?