Unreachable code in monster AI #282

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opened 2021-05-21 02:48:34 +00:00 by CelticMinstrel · 1 comment
CelticMinstrel commented 2021-05-21 02:48:34 +00:00 (Migrated from github.com)
  if ((caster->m_d.health * 4 < caster->m_d.m_health) &&
      (get_ran(1, 0, 10) < 9))
    spell = emer_spells[level][3];
  else if ((caster->m_d.status[STATUS_HASTE_SLOW] < 0) &&
           (get_ran(1, 0, 10) < 7) &&
           (emer_spells[level][0] != SPELL_MONST_PRIEST_NO_SPELL))
    spell = emer_spells[level][0];
  else if ((friend_levels_near <= -10) && (get_ran(1, 0, 10) < 7) &&
           (emer_spells[level][1] != SPELL_MONST_PRIEST_NO_SPELL))
    spell = emer_spells[level][1];
  else if ((target_levels > 50 < 0) && (get_ran(1, 0, 10) < 7) && // <- This does not do what it looks like!
           (emer_spells[level][2] != SPELL_MONST_PRIEST_NO_SPELL))
    spell = emer_spells[level][2];
  else {
    r1 = get_ran(1, 0, 9);
    spell = caster_array[level][r1];
  }

Originally reported here.

```cpp if ((caster->m_d.health * 4 < caster->m_d.m_health) && (get_ran(1, 0, 10) < 9)) spell = emer_spells[level][3]; else if ((caster->m_d.status[STATUS_HASTE_SLOW] < 0) && (get_ran(1, 0, 10) < 7) && (emer_spells[level][0] != SPELL_MONST_PRIEST_NO_SPELL)) spell = emer_spells[level][0]; else if ((friend_levels_near <= -10) && (get_ran(1, 0, 10) < 7) && (emer_spells[level][1] != SPELL_MONST_PRIEST_NO_SPELL)) spell = emer_spells[level][1]; else if ((target_levels > 50 < 0) && (get_ran(1, 0, 10) < 7) && // <- This does not do what it looks like! (emer_spells[level][2] != SPELL_MONST_PRIEST_NO_SPELL)) spell = emer_spells[level][2]; else { r1 = get_ran(1, 0, 9); spell = caster_array[level][r1]; } ``` Originally reported [here](https://spiderwebforums.ipbhost.com/topic/26570-things-that-still-dont-work-or-are-inconsistent/?do=findComment&comment=317237).
CelticMinstrel commented 2021-05-21 02:50:55 +00:00 (Migrated from github.com)

Whoops, I created this before checking. Turns out they were looking at the original code and it's already been fixed.

Whoops, I created this before checking. Turns out they were looking at the _original_ code and it's already been fixed.
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