{ destroy_actor(*((short *)(msg+3))); }
destroy_actor(*((Uint16 *)(msg+3)));
int process_message (unsigned char* msg, int len) {  switch (msg[0]) {    case ADD_NEW_ENHANCED_ACTOR:      {                                check_actor_equip(msg+3);      }          break;          case ADD_ACTOR_COMMAND:         process_command(*((short *)(msg+3)),msg[5]);      break;    case ADD_NEW_ACTOR:      {            add_actor_from_server(msg+3, ((bot_map.map[bot_map.cur_map].id == CONFIG_NULL) ? 1 : 0));             // Kill monsters      }      break;          case REMOVE_ACTOR:		{			destroy_actor(*((short *)(msg+3)));		}		break;	case KILL_ALL_ACTORS:		{			destroy_all_actors();		}		break;      case YOU_ARE:      {		yourself=*((short *)(msg+3));	  }	  break;     case CHANGE_MAP:		      {          bot_map.cur_map = -1;          load_map(msg+3);      }      break;    case LOG_IN_OK:    case LOG_IN_NOT_OK:          logged_in = msg[0];      break;    case RAW_TEXT:      process_raw_text (msg+3, len-3);      break;    default:      /* ignore */ ;  }  return 1;}