if(insult_enemy == 1 && last_attack <= time && first_node) { last_attack = time+3000;
if(insult_enemy == 1 && (last_attack <= time) && (first_node != NULL)) { last_attack = time+2500;
void do_event_loop () {  unsigned int last_heart_beat = SDL_GetTicks (), time;  unsigned char heartbeat = HEART_BEAT;  int j=0;  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 && first_node)    {         last_attack = time+3000;                   if((me=pf_get_our_actor()) != NULL) {              if(me->fighting != 1) {                             if((first_node->time - 2000) <= time && !actors_list[first_node->k]->fighting)                  {                       int i = first_node->k;                                    pseudo_pf_find_path(actors_list[i]->x_tile_pos,                                            actors_list[i]->y_tile_pos);                                                        if((first_node->time) <= time) attack(actors_list[i]->actor_id);                  }              }         }    }    SDL_Delay (100);  }}