for ( std::list<IBrain*>::iterator Iterator = IBrain::List().begin(); Iterator != IBrain::List().end(); ++Iterator )
{
IBrain *pBrain = (*Iterator);
if ( pBrain->GetType() == IBrain::eMOBILE && pBrain->GetThing() != NULL )
{
IThing *pThing = pBrain->GetThing();
if ( pThing->GetSpells()->GetBonuses()->Get(IBonus::eRAGE) != 0 )
{
// This mob is berserk.
}
else if ( pThing->GetTalent()->Get(ITalent::eBerserkerRage) )
{
// This mob is capable of going berserk.
}
}
}
Npc.css '.berserk'
Npc.css '[data-skill*="berserk"]'
Npc.css('.berserk').each :restore
Actor.all.select {|a| a.npc? && a.affects.include?(:berserk) }
NpcT.css '[data-skill*="berserk"]'
filter(livings(), (: $1->GetProperty("berzerk") && !playerp($1) :) )
Every berserk mob.
Every berserking mob.