// routine de Daniel qui plante après RestoreState

extern void object::Attack( )
{
	int  list[], i;
	object p;
	float dist, prox;
	point nav1, nav2, dest;
	boolean advance = true;
 
	i = 0;
	list[i++] = WingedGrabber;
	list[i++] = TrackedGrabber;
	list[i++] = WheeledGrabber;
	list[i++] = LeggedGrabber;
	list[i++] = WingedShooter;
	list[i++] = TrackedShooter;
	list[i++] = WheeledShooter;
	list[i++] = LeggedShooter;
	list[i++] = WingedOrgaShooter;
	list[i++] = TrackedOrgaShooter;
	list[i++] = WheeledOrgaShooter;
	list[i++] = LeggedOrgaShooter;
	list[i++] = WingedSniffer;
	list[i++] = TrackedSniffer;
	list[i++] = WheeledSniffer;
	list[i++] = LeggedSniffer;
	list[i++] = Thumper;
	list[i++] = PhazerShooter;
	list[i++] = Recycler;
	list[i++] = Shielder;
	list[i++] = Subber;
	list[i++] = Me;
 
	nav1.x = 1;//cmdline(0);
	nav1.y = 1;//cmdline(1);
	nav2.x = 2;//cmdline(2);
	nav2.y = 2;//cmdline(3);
 
	while ( true )
	{
 		while ( true )
		{
			// ennemi à proximité ?
 			p = radar(list, 0, 360, 0, 40);
 			if ( p == null )  break;
			// lui tire dessus
 			fire(p.position);
		}

		// se promène vers le point A
		goto(nav1);
 
		while ( true )
		{
			// ennemi à proximité ?
			p = radar(list, 0, 360, 0, 40);
			if ( p == null )  break;
			// lui tire dessus
			fire(p.position);
		}

		// se promène vers le point B
		goto(nav2);
 	}
}

