> 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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