New Group System, Room Events, and Event System Efficiency Upgrade... and a couple bug fixes.
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@@ -872,18 +872,18 @@ ACMD(do_mtransform)
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int keep_hp = 1; /* new mob keeps the old mob's hp/max hp/exp */
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int pos;
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if (!MOB_OR_IMPL(ch)) {
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send_to_char(ch, "Huh?!?\r\n");
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return;
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}
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if (!MOB_OR_IMPL(ch)) {
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send_to_char(ch, "Huh?!?\r\n");
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return;
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}
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if (AFF_FLAGGED(ch, AFF_CHARM))
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return;
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if (AFF_FLAGGED(ch, AFF_CHARM))
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return;
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if (ch->desc) {
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send_to_char(ch, "You've got no VNUM to return to, dummy! try 'switch'\r\n");
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return;
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}
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if (ch->desc) {
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send_to_char(ch, "You've got no VNUM to return to, dummy! try 'switch'\r\n");
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return;
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}
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one_argument(argument, arg);
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@@ -935,11 +935,13 @@ ACMD(do_mtransform)
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tmpmob.proto_script = ch->proto_script;
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tmpmob.script = ch->script;
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tmpmob.memory = ch->memory;
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tmpmob.events = ch->events;
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tmpmob.next_in_room = ch->next_in_room;
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tmpmob.next = ch->next;
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tmpmob.next_fighting = ch->next_fighting;
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tmpmob.followers = ch->followers;
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tmpmob.master = ch->master;
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tmpmob.group = ch->group;
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GET_WAS_IN(&tmpmob) = GET_WAS_IN(ch);
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if (keep_hp) {
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