Fix bug where we don't stop attacking NPCs when they escape.
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@ -529,19 +529,17 @@ async fn attempt_move_immediate(
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Some(attackers) => {
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let mut attacker_names = Vec::new();
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let mut attacker_items = Vec::new();
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if let Some((_, session_dat)) = session.as_ref() {
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for attacker in &attackers[..] {
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if let Some((atype, acode)) = attacker.split_once("/") {
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if let Some(aitem) =
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ctx.trans.find_item_by_type_code(atype, acode).await?
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{
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for attacker in &attackers[..] {
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if let Some((atype, acode)) = attacker.split_once("/") {
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if let Some(aitem) = ctx.trans.find_item_by_type_code(atype, acode).await? {
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if let Some((_, session_dat)) = session.as_ref() {
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attacker_names.push(aitem.display_for_session(session_dat));
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// We don't push the actual attacker Item, because another attacker
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// might re-target this attacker when we escape, causing the structure
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// to be out of date. Instead, we push the type, code pair and look it
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// up when we need it.
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attacker_items.push((atype, acode));
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}
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// We don't push the actual attacker Item, because another attacker
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// might re-target this attacker when we escape, causing the structure
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// to be out of date. Instead, we push the type, code pair and look it
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// up when we need it.
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attacker_items.push((atype, acode));
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}
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}
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}
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