-this
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@@ -120,7 +120,7 @@ do_chase(struct rogue_state *rs,THING *th)
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register bool stoprun = FALSE; /* TRUE means we are there */
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register bool stoprun = FALSE; /* TRUE means we are there */
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register bool door;
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register bool door;
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register THING *obj;
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register THING *obj;
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static coord this; /* Temporary destination for chaser */
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static coord DEST; /* Temporary destination for chaser */
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rer = th->t_room; /* Find room of chaser */
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rer = th->t_room; /* Find room of chaser */
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if (on(*th, ISGREED) && rer->r_goldval == 0)
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if (on(*th, ISGREED) && rer->r_goldval == 0)
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@@ -146,7 +146,7 @@ over:
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curdist = dist_cp(th->t_dest, cp);
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curdist = dist_cp(th->t_dest, cp);
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if (curdist < mindist)
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if (curdist < mindist)
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{
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{
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this = *cp;
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DEST = *cp;
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mindist = curdist;
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mindist = curdist;
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}
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}
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}
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}
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@@ -159,7 +159,7 @@ over:
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}
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}
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else
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else
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{
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{
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this = *th->t_dest;
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DEST = *th->t_dest;
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/*
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/*
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* For dragons check and see if (a) the hero is on a straight
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* For dragons check and see if (a) the hero is on a straight
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* line from it, and (b) that it is within shooting distance,
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* line from it, and (b) that it is within shooting distance,
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@@ -191,13 +191,13 @@ over:
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* so we run to it. If we hit it we either want to fight it
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* so we run to it. If we hit it we either want to fight it
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* or stop running
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* or stop running
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*/
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*/
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if (!chase(th, &this))
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if (!chase(th, &DEST))
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{
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{
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if (ce(this, hero))
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if (ce(DEST, hero))
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{
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{
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return( attack(rs,th) );
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return( attack(rs,th) );
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}
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}
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else if (ce(this, *th->t_dest))
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else if (ce(DEST, *th->t_dest))
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{
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{
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for (obj = lvl_obj; obj != NULL; obj = next(obj))
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for (obj = lvl_obj; obj != NULL; obj = next(obj))
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if (th->t_dest == &obj->o_pos)
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if (th->t_dest == &obj->o_pos)
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