More overhead in perform_move...no way man :)
> Code for two new mob flags - if someone can use it :)
>
> Lars Juul
>
> ==================================================================
> Software is like sex; it's better when it's free. - Linus Torvalds
>
>
> register struct char_data *vict, *tmob;
> int found;
>
> /*
> * This is basically a mapping of cmd numbers to perform_move indices.
> * It cannot be done in perform_move because perform_move is called
> * by other functions which do not require the remapping.
> */
> perform_move(ch, cmd - 1, 0);
>
> /* LJ Fast Aggressive */
> for (tmob = world[ch->in_room].people; tmob; tmob = tmob->next_in_room)
> {
> if (!IS_NPC(tmob) || !MOB_FLAGGED(tmob, MOB_FAST_AGGR))
> continue;
>
> found = FALSE;
> for (vict = world[tmob->in_room].people; vict && !found; vict =
> vict->next_in_room)
> {
> if (IS_NPC(vict) || !CAN_SEE(tmob, vict) || PRF_FLAGGED(vict,
> PRF_NOHASSLE))
> continue;
> if (MOB_FLAGGED(tmob, MOB_WIMPY) && AWAKE(vict))
> continue;
>
> if (MOB_FLAGGED(tmob, MOB_AGGRESSIVE) ||
> (MOB_FLAGGED(tmob, MOB_AGGR_EVIL) && IS_EVIL(vict)) ||
> (MOB_FLAGGED(tmob, MOB_AGGR_NEUTRAL) && IS_NEUTRAL(vict)) ||
> (MOB_FLAGGED(tmob, MOB_AGGR_GOOD) && IS_GOOD(vict))) {
> hit(tmob, vict, TYPE_UNDEFINED);
> found = TRUE;
> }
> }
> }
>
> }
>
>
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