Monster_Aggressive* pAI = dynamic_cast<Monster_Aggressive*>( m_ai ); if ( pAI && pAI->currentVictim() )
if ( m_npc->nextMoveTime() > Server::instance()->time() ) { return 0.0f; }  Monster_Aggressive *ai = static_cast<Monster_Aggressive*>( m_ai );  if ( ai->currentVictim() ) { return 1.0f; } else {
	virtual float preCondition()	{		Monster_Aggressive* pAI = dynamic_cast<Monster_Aggressive*>( m_ai );		if ( pAI && pAI->currentVictim() )			return 0.0f;		if ( m_npc->attackTarget() )			return 0.0f;		return 1.0f;	}