ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.45 by root, Sat Dec 16 17:16:52 2006 UTC vs.
Revision 1.51 by root, Thu Dec 21 06:12:37 2006 UTC

299set_first_map (object *op) 299set_first_map (object *op)
300{ 300{
301 strcpy (op->contr->maplevel, first_map_path); 301 strcpy (op->contr->maplevel, first_map_path);
302 op->x = -1; 302 op->x = -1;
303 op->y = -1; 303 op->y = -1;
304 enter_exit (op, NULL); 304 enter_exit (op, 0);
305} 305}
306 306
307/* Tries to add player on the connection passwd in ns. 307/* Tries to add player on the connection passwd in ns.
308 * All we can really get in this is some settings like host and display 308 * All we can really get in this is some settings like host and display
309 * mode. 309 * mode.
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY); 327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob); 328 add_friendly_object (p->ob);
329 send_rules (p->ob); 329 send_rules (p->ob);
330 send_news (p->ob); 330 send_news (p->ob);
331 display_motd (p->ob); 331 display_motd (p->ob);
332
332 get_name (p->ob); 333 get_name (p->ob);
333 334
334 return 0; 335 return 0;
335} 336}
336 337
348 { 349 {
349 if (at == NULL || at->next == NULL) 350 if (at == NULL || at->next == NULL)
350 at = first_archetype; 351 at = first_archetype;
351 else 352 else
352 at = at->next; 353 at = at->next;
354
353 if (at->clone.type == PLAYER) 355 if (at->clone.type == PLAYER)
354 return at; 356 return at;
357
355 if (at == start) 358 if (at == start)
356 { 359 {
357 LOG (llevError, "No Player archetypes\n"); 360 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 361 exit (-1);
359 } 362 }
360 } 363 }
361} 364}
362
363 365
364object * 366object *
365get_nearest_player (object *mon) 367get_nearest_player (object *mon)
366{ 368{
367 object *op = NULL; 369 object *op = NULL;
724 * to leave it to play_again to remove the object in all 726 * to leave it to play_again to remove the object in all
725 * cases. 727 * cases.
726 */ 728 */
727 if (!QUERY_FLAG (op, FLAG_REMOVED)) 729 if (!QUERY_FLAG (op, FLAG_REMOVED))
728 op->remove (); 730 op->remove ();
731
729 /* Need to set this to null - otherwise, it could point to garbage, 732 /* Need to set this to null - otherwise, it could point to garbage,
730 * and draw() doesn't check to see if the player is removed, only if 733 * and draw() doesn't check to see if the player is removed, only if
731 * the map is null or not swapped out. 734 * the map is null or not swapped out.
732 */ 735 */
733 op->map = NULL; 736 op->map = NULL;
1091 * if the map isn't there, then stay on the 1094 * if the map isn't there, then stay on the
1092 * default initial map */ 1095 * default initial map */
1093 tmp->destroy (); 1096 tmp->destroy ();
1094 } 1097 }
1095 else 1098 else
1096 {
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 1099 LOG (llevDebug, "first_map_ext_path not set\n");
1098 } 1100
1099 return 0; 1101 return 0;
1100 } 1102 }
1101 1103
1102 /* Following actually changes the race - this is the default command 1104 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 1105 * if we don't match with one of the options above.
1223 { 1225 {
1224 op->enemy = NULL; 1226 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1227 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1228 return;
1227 } 1229 }
1230
1228 get_rangevector (op, op->enemy, &rv, 0); 1231 get_rangevector (op, op->enemy, &rv, 0);
1229 1232
1230 dir = absdir (4 + rv.direction); 1233 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1234 for (diff = 0; diff < 3; diff++)
1232 { 1235 {
1233 int m = 1 - (RANDOM () & 2); 1236 int m = 1 - (RANDOM () & 2);
1234 1237
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1238 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1239 return;
1238 }
1239 } 1240 }
1241
1240 /* Cornered, get rid of scared */ 1242 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1243 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1244 op->enemy = NULL;
1243} 1245}
1244 1246
1800 if (!dir) 1802 if (!dir)
1801 { 1803 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1804 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1805 return 0;
1804 } 1806 }
1807
1805 if (op->type == PLAYER) 1808 if (op->type == PLAYER)
1806 bow = op->contr->ranges[range_bow]; 1809 bow = op->contr->ranges[range_bow];
1807 else 1810 else
1808 { 1811 {
1809 for (bow = op->inv; bow; bow = bow->below) 1812 for (bow = op->inv; bow; bow = bow->below)
1817 { 1820 {
1818 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1819 return 0; 1822 return 0;
1820 } 1823 }
1821 } 1824 }
1825
1822 if (!bow->race || !bow->skill) 1826 if (!bow->race || !bow->skill)
1823 { 1827 {
1824 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1828 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1825 return 0; 1829 return 0;
1826 } 1830 }
1828 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1829 1833
1830 /* penalize ROF for bestarrow */ 1834 /* penalize ROF for bestarrow */
1831 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1832 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1833 if (bowspeed < 1) 1838 if (bowspeed < 1)
1834 bowspeed = 1; 1839 bowspeed = 1;
1835 1840
1836 if (arrow == NULL) 1841 if (arrow == NULL)
1837 { 1842 {
1843 else 1848 else
1844 CLEAR_FLAG (op, FLAG_READY_BOW); 1849 CLEAR_FLAG (op, FLAG_READY_BOW);
1845 return 0; 1850 return 0;
1846 } 1851 }
1847 } 1852 }
1853
1848 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1849 if (mflags & P_OUT_OF_MAP) 1855 if (mflags & P_OUT_OF_MAP)
1850 {
1851 return 0; 1856 return 0;
1852 } 1857
1853 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1858 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1854 { 1859 {
1855 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1856 return 0; 1861 return 0;
1857 } 1862 }
1863 return 0; 1868 return 0;
1864 } 1869 }
1865 1870
1866 left = arrow; /* these are arrows left to the player */ 1871 left = arrow; /* these are arrows left to the player */
1867 arrow = get_split_ob (arrow, 1); 1872 arrow = get_split_ob (arrow, 1);
1868 if (arrow == NULL) 1873 if (!arrow)
1869 { 1874 {
1870 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1875 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1871 return 0; 1876 return 0;
1872 } 1877 }
1878
1873 arrow->set_owner (op); 1879 arrow->set_owner (op);
1874 arrow->skill = bow->skill; 1880 arrow->skill = bow->skill;
1875 1881
1876 arrow->direction = dir; 1882 arrow->direction = dir;
1877 arrow->x = sx; 1883 arrow->x = sx;
1920 } 1926 }
1921 1927
1922 if (arrow->attacktype == AT_PHYSICAL) 1928 if (arrow->attacktype == AT_PHYSICAL)
1923 arrow->attacktype |= bow->attacktype; 1929 arrow->attacktype |= bow->attacktype;
1924 1930
1925 if (bow->slaying != NULL) 1931 if (bow->slaying)
1926 arrow->slaying = bow->slaying; 1932 arrow->slaying = bow->slaying;
1927 1933
1928 arrow->map = m; 1934 arrow->map = m;
1929 arrow->move_type = MOVE_FLY_LOW; 1935 arrow->move_type = MOVE_FLY_LOW;
1930 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2046 CLEAR_FLAG (item, FLAG_ANIMATE); 2052 CLEAR_FLAG (item, FLAG_ANIMATE);
2047 item->face = item->arch->clone.face; 2053 item->face = item->arch->clone.face;
2048 item->speed = 0; 2054 item->speed = 0;
2049 update_ob_speed (item); 2055 update_ob_speed (item);
2050 } 2056 }
2051 if ((tmp = is_player_inv (item))) 2057 if ((tmp = item->in_player ()))
2052 esrv_update_item (UPD_ANIM, tmp, item); 2058 esrv_update_item (UPD_ANIM, tmp, item);
2053 } 2059 }
2054 } 2060 }
2055 else if (item->type == ROD || item->type == HORN) 2061 else if (item->type == ROD || item->type == HORN)
2056 { 2062 {
2206 * 0 otherwise 2212 * 0 otherwise
2207 */ 2213 */
2208static int 2214static int
2209player_attack_door (object *op, object *door) 2215player_attack_door (object *op, object *door)
2210{ 2216{
2211
2212 /* If its a door, try to find a use a key. If we do destroy the door, 2217 /* If its a door, try to find a use a key. If we do destroy the door,
2213 * might as well return immediately as there is nothing more to do - 2218 * might as well return immediately as there is nothing more to do -
2214 * otherwise, we fall through to the rest of the code. 2219 * otherwise, we fall through to the rest of the code.
2215 */ 2220 */
2216 object *key = find_key (op, op, door); 2221 object *key = find_key (op, op, door);
2254 * It should keep the code cleaner. 2259 * It should keep the code cleaner.
2255 * When this is called, the players direction has been updated 2260 * When this is called, the players direction has been updated
2256 * (taking into account confusion.) The player is also actually 2261 * (taking into account confusion.) The player is also actually
2257 * going to try and move (not fire weapons). 2262 * going to try and move (not fire weapons).
2258 */ 2263 */
2259
2260void 2264void
2261move_player_attack (object *op, int dir) 2265move_player_attack (object *op, int dir)
2262{ 2266{
2263 object *tmp, *mon; 2267 object *tmp, *mon;
2264 sint16 nx, ny; 2268 sint16 nx, ny;
2266 maptile *m; 2270 maptile *m;
2267 2271
2268 nx = freearr_x[dir] + op->x; 2272 nx = freearr_x[dir] + op->x;
2269 ny = freearr_y[dir] + op->y; 2273 ny = freearr_y[dir] + op->y;
2270 2274
2271 on_battleground = op_on_battleground (op, NULL, NULL); 2275 on_battleground = op_on_battleground (op, 0, 0);
2272 2276
2273 /* If braced, or can't move to the square, and it is not out of the 2277 /* If braced, or can't move to the square, and it is not out of the
2274 * map, attack it. Note order of if statement is important - don't 2278 * map, attack it. Note order of if statement is important - don't
2275 * want to be calling move_ob if braced, because move_ob will move the 2279 * want to be calling move_ob if braced, because move_ob will move the
2276 * player. This is a pretty nasty hack, because if we could 2280 * player. This is a pretty nasty hack, because if we could
2288 return; /* Don't think this should happen */ 2292 return; /* Don't think this should happen */
2289 } 2293 }
2290 else 2294 else
2291 m = op->map; 2295 m = op->map;
2292 2296
2293 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2294 { 2298 {
2295 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2299 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2296 return; 2300 return;
2297 } 2301 }
2298 2302
2299 mon = NULL; 2303 mon = 0;
2300 /* Go through all the objects, and find ones of interest. Only stop if 2304 /* Go through all the objects, and find ones of interest. Only stop if
2301 * we find a monster - that is something we know we want to attack. 2305 * we find a monster - that is something we know we want to attack.
2302 * if its a door or barrel (can roll) see if there may be monsters 2306 * if its a door or barrel (can roll) see if there may be monsters
2303 * on the space 2307 * on the space
2304 */ 2308 */
2305 while (tmp != NULL) 2309 while (tmp)
2306 { 2310 {
2307 if (tmp == op) 2311 if (tmp == op)
2308 { 2312 {
2309 tmp = tmp->above; 2313 tmp = tmp->above;
2310 continue; 2314 continue;
2320 mon = tmp; 2324 mon = tmp;
2321 2325
2322 tmp = tmp->above; 2326 tmp = tmp->above;
2323 } 2327 }
2324 2328
2325 if (mon == NULL) /* This happens anytime the player tries to move */ 2329 if (!mon) /* This happens anytime the player tries to move */
2326 return; /* into a wall */ 2330 return; /* into a wall */
2327 2331
2328 if (mon->head != NULL) 2332 if (mon->head)
2329 mon = mon->head; 2333 mon = mon->head;
2330 2334
2331 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2332 if (player_attack_door (op, mon)) 2336 if (player_attack_door (op, mon))
2333 return; 2337 return;
2370 * attack them either. 2374 * attack them either.
2371 */ 2375 */
2372 if ((mon->type == PLAYER || mon->enemy != op) && 2376 if ((mon->type == PLAYER || mon->enemy != op) &&
2373 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2374#ifdef PROHIBIT_PLAYERKILL 2378#ifdef PROHIBIT_PLAYERKILL
2375 (op->contr->peaceful 2379 (op->contr->peaceful
2376 || (mon->type == PLAYER 2380 || (mon->type == PLAYER
2377 && mon->contr-> 2381 && mon->contr->
2378 peaceful)) && 2382 peaceful)) &&
2379#else 2383#else
2380 op->contr->peaceful && 2384 op->contr->peaceful &&
2381#endif 2385#endif
2382 !on_battleground)) 2386 !on_battleground))
2383 { 2387 {
2384 if (!op->contr->braced) 2388 if (!op->contr->braced)
2385 { 2389 {
2386 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2387 (void) push_ob (mon, dir, op); 2391 (void) push_ob (mon, dir, op);
2388 } 2392 }
2389 else 2393 else
2390 {
2391 new_draw_info (0, 0, op, "You withhold your attack"); 2394 new_draw_info (0, 0, op, "You withhold your attack");
2392 } 2395
2393 if (op->contr->tmp_invis || op->hide) 2396 if (op->contr->tmp_invis || op->hide)
2394 make_visible (op); 2397 make_visible (op);
2395 } 2398 }
2396 2399
2397 /* If the object is a boulder or other rollable object, then 2400 /* If the object is a boulder or other rollable object, then
2425 op->speed_left += op->speed / op->contr->weapon_sp; 2428 op->speed_left += op->speed / op->contr->weapon_sp;
2426 2429
2427 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2428 } 2431 }
2429 2432
2430 skill_attack (mon, op, 0, NULL, NULL); 2433 skill_attack (mon, op, 0, 0, 0);
2431 2434
2432 /* If attacking another player, that player gets automatic 2435 /* If attacking another player, that player gets automatic
2433 * hitback, and doesn't loose luck either. 2436 * hitback, and doesn't loose luck either.
2434 * Disable hitback on the battleground or if the target is 2437 * Disable hitback on the battleground or if the target is
2435 * the wiz. 2438 * the wiz.
2437 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2440 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2438 { 2441 {
2439 short luck = mon->stats.luck; 2442 short luck = mon->stats.luck;
2440 2443
2441 mon->contr->has_hit = 1; 2444 mon->contr->has_hit = 1;
2442 skill_attack (op, mon, 0, NULL, NULL); 2445 skill_attack (op, mon, 0, 0, 0);
2443 mon->stats.luck = luck; 2446 mon->stats.luck = luck;
2444 } 2447 }
2448
2445 if (action_makes_visible (op)) 2449 if (action_makes_visible (op))
2446 make_visible (op); 2450 make_visible (op);
2447 } 2451 }
2448 } /* if player should attack something */ 2452 } /* if player should attack something */
2449} 2453}
2484 2488
2485 /* Add special check for newcs players and fire on - this way, the 2489 /* Add special check for newcs players and fire on - this way, the
2486 * server can handle repeat firing. 2490 * server can handle repeat firing.
2487 */ 2491 */
2488 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2489 {
2490 op->direction = dir; 2493 op->direction = dir;
2491 }
2492 else 2494 else
2493 {
2494 op->direction = 0; 2495 op->direction = 0;
2495 } 2496
2496 /* Update how the player looks. Use the facing, so direction may 2497 /* Update how the player looks. Use the facing, so direction may
2497 * get reset to zero. This allows for full animation capabilities 2498 * get reset to zero. This allows for full animation capabilities
2498 * for players. 2499 * for players.
2499 */ 2500 */
2500 animate_object (op, op->facing); 2501 animate_object (op, op->facing);
2552 2553
2553 /* call this here - we also will call this in do_ericserver, but 2554 /* call this here - we also will call this in do_ericserver, but
2554 * the players time has been increased when doericserver has been 2555 * the players time has been increased when doericserver has been
2555 * called, so we recheck it here. 2556 * called, so we recheck it here.
2556 */ 2557 */
2557 op->contr->socket->handle_command (); 2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2560 ;
2561
2558 if (op->speed_left < 0) 2562 if (op->speed_left < 0)
2559 return 0; 2563 return 0;
2560 2564
2561 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2565 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2562 { 2566 {
3221 * at his savebed location, and that can have long lasting 3225 * at his savebed location, and that can have long lasting
3222 * spell effects. So first see if there is a spell effect 3226 * spell effects. So first see if there is a spell effect
3223 * on the space that might harm the player. 3227 * on the space that might harm the player.
3224 */ 3228 */
3225 will_kill_again = 0; 3229 will_kill_again = 0;
3226 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3227 if (tmp->type == SPELL_EFFECT) 3231 if (tmp->type == SPELL_EFFECT)
3228 will_kill_again |= tmp->attacktype; 3232 will_kill_again |= tmp->attacktype;
3229 3233
3230 if (will_kill_again) 3234 if (will_kill_again)
3231 { 3235 {
3328 } 3332 }
3329 3333
3330 for (tmp = op->inv; tmp != NULL; tmp = next) 3334 for (tmp = op->inv; tmp != NULL; tmp = next)
3331 { 3335 {
3332 next = tmp->below; 3336 next = tmp->below;
3333 if (tmp->type == EXPERIENCE || tmp->invisible) 3337 if (tmp->invisible)
3334 continue; 3338 continue;
3335 tmp->remove (); 3339 tmp->remove ();
3336 tmp->x = op->x, tmp->y = op->y; 3340 tmp->x = op->x, tmp->y = op->y;
3337 if (tmp->type == CONTAINER) 3341 if (tmp->type == CONTAINER)
3338 { /* empty container to ground */ 3342 { /* empty container to ground */
3444 object *tmp = NULL; 3448 object *tmp = NULL;
3445 3449
3446 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3447 return 1; 3451 return 1;
3448 3452
3449 if (op->type == PLAYER)
3450 for (tmp = op->inv; tmp; tmp = tmp->below)
3451 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3452 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3453 return 1;
3454 return 0; 3453 return 0;
3455} 3454}
3456 3455
3457/* look at the surrounding terrain to determine 3456/* look at the surrounding terrain to determine
3458 * the hideability of this object. Positive levels 3457 * the hideability of this object. Positive levels
3573 if (mflags & P_OUT_OF_MAP) 3572 if (mflags & P_OUT_OF_MAP)
3574 continue; 3573 continue;
3575 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3574 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3576 continue; 3575 continue;
3577 3576
3578 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3577 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3579 { 3578 {
3580 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3579 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3581 return 1; 3580 return 1;
3582 else if (tmp->type == PLAYER) 3581 else if (tmp->type == PLAYER)
3583 { 3582 {

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines