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- var mx, mxid;
- mx = -1;
- with (enemy)
- {
- if (aggro > mx)
- {
- if (collision_circle(x, y, 400, player, 0, 1))
- {
- if (collision_line(x, y, player.x, player.y, nopass, 0, 1))
- {
- mx = aggro;
- mxid = id;
- }
- }
- }
- }
- //Now mxid has the ID of the instance with the highest aggro
- //It has a line of sight and is within range.
- //I'm not sure how it will tie into the below code yet
- if collision_circle(x, y, 400, player, 0, 1) and not collision_line(x, y, player.x, player.y, nopass, 0, 1)
- {
- mp_potential_step(player.x, player.y, 4, solid)
- }
- else mp_potential_step(random(x), random(y), 2, checkall);
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