actor *me = NULL;
actor *me = NULL; */ Uint32 time;
void do_event_loop () {  unsigned int last_heart_beat = SDL_GetTicks (), time;  unsigned char heartbeat = HEART_BEAT;  actor *me = NULL;  while (1) {    get_server_message ();        // Normal Timers    time = SDL_GetTicks ();    if (last_heart_beat + 25 * 1000 < time) {      /* another 25 seconds have passed.       * let the server know we're still there before the Grue eats us... */      send_to_server (&heartbeat, 1);      last_heart_beat = time;    }        //read?    if(story != -1 && story_time <= time )read_story();    // Action Timers    // We rely on our actor existing so we can complete the following...    timed_pf_move(time);        if(insult_enemy == 1 && (last_attack <= time) && bot_map.map[bot_map.cur_map].id == CONFIG_NULL)    {         if(first_node != NULL)         {                      last_attack = time+2500;                        if((me=pf_get_our_actor()) != NULL) {                  if(me->fighting != 1) {                                  if((first_node->time - 2000) <= time && !(first_node->k->fighting))                       {                                         pseudo_pf_find_path(first_node->k->x_tile_pos,                                            first_node->k->y_tile_pos);                                                             if((first_node->time) <= time) attack(first_node->k->actor_id);                       }                  }              }         } else {              // Time to return to base...              if((me=pf_get_our_actor()) != NULL) {                  if(me->x_tile_pos != bot_map.map[bot_map.cur_map].x && me->y_tile_pos != bot_map.map[bot_map.cur_map].y)                      pseudo_pf_find_path(bot_map.map[bot_map.cur_map].x, bot_map.map[bot_map.cur_map].y);                                  }         }      }    SDL_Delay (100);  }}