ID:2117260
 
Code:
var/mob/nl
if (mtmp == usr)
died = 1
if (!mtmp:leader) // If target is leader
for (var/mob/m3m in mtmp:group) // Figure out new leader
if (!istype(m3m,/mob/NPC/Merc))
if (m3m.health >0)
nl = m3m
break
if (nl) // If there is a new leader proceed
if (mtmp:group.len) // If there is a group
mtmp:leader = nl // Change old leader to new leader
var/mob/mmm = nl // Set mob as new leader
mmm.leader = null // Remove leader
mmm.attackleader = mtmp:attackleader
for (var/mob/m in mmm.group) // set each group members leader to new leader
m.leader = nl
//return 1
var/mob/ol = nl.attackleader

ol.attackleader = nl

if (ol.leader)
ol.leader.attackleader = nl
mtmp:attackleader = null

if (ol.pet)
ol.pet.attackleader = nl

for (var/mob/m in ol:group)
m.attackleader = nl
if (m.pet)
m.pet.attackleader = nl

else // No one else in group is alive, the group is terminated
mtmp:portto(mtmp:last_town)

if (mtmp:curr_area)
if (istype(mtmp,/mob/PC))
mtmp:counter = -1
mtmp:curr_area = null


mobs -= mtmp
if (mtmp:pet)
mobs -= mtmp:pet
if (initer.Find(mtmp))
initer -= mtmp
initer -= mtmp:pet
if (defender.Find(mtmp))
defender -= mtmp
defender -= mtmp:pet
mtmp:CheckHP(mtmp)


Problem description:
Heyo, it's me again. This has been a bug that's plagued this game for a while now. Basically, if the leader dies, for some reason there's a chance combat ceases and no one can take action any longer OR combat can no longer proceed if the leader was killed while the turn was playing out. This bug seems to manifest more often when a spell is reflected back at the leader of the player's party and said leader is killed.