> are you saying this code should not go into the perform violence =
> with the mutli
> hit sytem you sent??
> thanks
>
>
> (if you want I can send you this code aswell but some other =
> time... )
> > /* group automatically attacks in a fight */
> > if (IS_AFFECTED(ch, AFF_GROUP)) {
> > k =3D (IS_LEADER(ch) ? ch : ch->master);
> >=20
> > assert(IS_LEADER(k) && IS_AFFECTED(k, AFF_GROUP));
> >=20
> > if ((ch !=3D k) && (k->in_room =3D=3D ch->in_room) && =
> !FIGHTING(k))
> > hit(k, FIGHTING(ch), TYPE_UNDEFINED);
> > =20
> > for (f =3D k->followers; f; f =3D f->next) {
> > if (IS_AFFECTED(f->follower, AFF_GROUP) && =
> !IS_LEADER(f->follower) &&
> > (f->follower !=3D ch) && !FIGHTING(f->follower) &&
> > (f->follower->in_room =3D=3D ch->in_room))=20
> > hit(f->follower, FIGHTING(ch), TYPE_UNDEFINED);
> > }
> > }
> (group attack code is upto here)
Yup, thats what I ment...
my comment there should explain why... btw I dont really remember if the
original circlemud code does anything like that in perform_violence so I
included it just in case it does....
Jurko (jgospod@public.srce.hr)
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