
Originally Posted by
hakishakataki
Type [/CODE]"code"[CODE] on either side of that code so it's easier to read. (in this thread)
Hijacking your thread but I Think the following are better:
Simba Code:
function IsInCombat: Boolean; //[Si mba]code[/Si mba]
var
NpcHP, NpcAnimation: Integer;
begin
Sleep(100 + Random(100));
NpcHP := R_InteractingNPC.Hitpoints;
NpcAnimation := R_InteractingNPC.Animation;
Result := (NpcHP > 0) or (NpcAnimation > 0);
if (Result) then
LastNPC := R_InteractingNPC.Index;
writeln('default code!');
end;
SCAR Code:
function IsInCombat: Boolean; //[Sc ar]code[/Sc ar]
var
NpcHP, NpcAnimation: Integer;
begin
Sleep(100 + Random(100));
NpcHP := R_InteractingNPC.Hitpoints;
NpcAnimation := R_InteractingNPC.Animation;
Result := (NpcHP > 0) or (NpcAnimation > 0);
if (Result) then
LastNPC := R_InteractingNPC.Index;
writeln('old school code!');
end;
pascal Code:
function IsInCombat: Boolean; //[High light=pascal]code[/High light]
var
NpcHP, NpcAnimation: Integer;
begin
Sleep(100 + Random(100));
NpcHP := R_InteractingNPC.Hitpoints;
NpcAnimation := R_InteractingNPC.Animation;
Result := (NpcHP > 0) or (NpcAnimation > 0);
if (Result) then
LastNPC := R_InteractingNPC.Index;
writeln('decent looking code!');
end;
Delphi Code:
function IsInCombat: Boolean; //[High light=Delphi]code[/High light]
var
NpcHP, NpcAnimation: Integer;
begin
Sleep(100 + Random(100));
NpcHP := R_InteractingNPC.Hitpoints;
NpcAnimation := R_InteractingNPC.Animation;
Result := (NpcHP > 0) or (NpcAnimation > 0);
if (Result) then
LastNPC := R_InteractingNPC.Index;
writeln('good looking code!');
end;