mob/proc
Attack_Command()
var/mob/t = locate(/mob) in get_step(src,src.dir)
if(!t) world<<"no target"
else world<<"target = ([t])"
Problem description:
In the older BYOND (before pixel movement became standard), this was probably the most ideal method for coding a "punch".
However, now it will pick up the user of Attack_Command() if they are positioned just so (you attack yourself). I figured I would get this result, but I'm wondering how I would go about getting a fix? - if(t!=src) does not count.
For reference, my mob step_size is 4, and I have nothing in the Move() proc.