public static void FightingBackToBack( PlayerMobile pm, bool movingaway )
{
ArrayList list = new ArrayList();
ArrayList allies = new ArrayList();
ArrayList leavelist = new ArrayList();
if( pm.Feats.GetFeatLevel(FeatList.BackToBack) > 0 )
{
if( pm.Warmode && !pm.Mounted )
{
foreach( Mobile m in pm.GetMobilesInRange( 2 ) )
list.Add( m );
for( int i = 0; i < list.Count; ++i )
{
PlayerMobile m = (Mobile)list[i] as PlayerMobile;
Mobile x = m as Mobile;
Mobile y = pm as Mobile;
if( m is PlayerMobile && m != pm && m.Warmode && !m.Mounted )
{
if( m == null || m.Deleted || m.Map != pm.Map || !m.Alive || !pm.CanSee( m ) || m.Feats.GetFeatLevel(FeatList.BackToBack) < 1 || !pm.AllyList.Contains( x ) || !m.AllyList.Contains( y ) )
continue;
if( pm.InLOS( m ) )
allies.Add( m );
}
}
if( allies.Count > 0 )
{
for( int i = 0; i < allies.Count; ++i )
{
PlayerMobile m = (Mobile)allies[i] as PlayerMobile;
if( !m.BackToBack )
{
BackToBackBonus( m, true );
}
if( !pm.BackToBack )
{
BackToBackBonus( pm, true );
}
}
}
else
{
if( pm.BackToBack )
{
BackToBackBonus( pm, false );
}
if( !movingaway )
{
foreach( Mobile mob in pm.GetMobilesInRange( 3 ) )
leavelist.Add( mob );
for( int i = 0; i < leavelist.Count; ++i )
{
PlayerMobile m = (Mobile)leavelist[i] as PlayerMobile;
if( m != pm && m is PlayerMobile )
{
FightingBackToBack( m, true );
}
}
}
}
}
else
{
if( pm.BackToBack )
{
BackToBackBonus( pm, false );
}
}
}
}