int npc_attack(object victim) { int i; object *olist; olist = all_inventory(this_object()); for(i = 0; i < sizeof(olist); i++) { if(!interactive(olist[i]) && olist[i]->query_aggressive() ) { olist[i]->attack_by(victim); } } } nomask int test_add(object victim,int flag) { int i; object *olist; /* see if it's an NPC loaded, if so scan for players and mug them */ if(!interactive(victim)) { /* but only if the beast IS aggressive */ if(victim->query_aggressive()) { olist = all_inventory(this_object()); for(i = 0; i < sizeof(olist); i++) { if(interactive(olist[i]) ) { olist[i]->attack_by(victim); } } } } /* else just mug it */ npc_attack(victim); return 1; }