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// routine de Daniel qui plante apr�s RestoreState
extern void object::Attack( )
{
int list[], i;
object p;
float dist, prox;
point nav1, nav2, dest;
boolean advance = true;
i = 0;
list[i++] = WingedGrabber;
list[i++] = TrackedGrabber;
list[i++] = WheeledGrabber;
list[i++] = LeggedGrabber;
list[i++] = WingedShooter;
list[i++] = TrackedShooter;
list[i++] = WheeledShooter;
list[i++] = LeggedShooter;
list[i++] = WingedOrgaShooter;
list[i++] = TrackedOrgaShooter;
list[i++] = WheeledOrgaShooter;
list[i++] = LeggedOrgaShooter;
list[i++] = WingedSniffer;
list[i++] = TrackedSniffer;
list[i++] = WheeledSniffer;
list[i++] = LeggedSniffer;
list[i++] = Thumper;
list[i++] = PhazerShooter;
list[i++] = Recycler;
list[i++] = Shielder;
list[i++] = Subber;
list[i++] = Me;
nav1.x = 1;//cmdline(0);
nav1.y = 1;//cmdline(1);
nav2.x = 2;//cmdline(2);
nav2.y = 2;//cmdline(3);
while ( true )
{
while ( true )
{
// ennemi � proximit� ?
p = radar(list, 0, 360, 0, 40);
if ( p == null ) break;
// lui tire dessus
fire(p.position);
}
// se prom�ne vers le point A
goto(nav1);
while ( true )
{
// ennemi � proximit� ?
p = radar(list, 0, 360, 0, 40);
if ( p == null ) break;
// lui tire dessus
fire(p.position);
}
// se prom�ne vers le point B
goto(nav2);
}
}
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