Set reappearing units to always process, so they don't vanish for good.
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@ -155,7 +155,7 @@ static void reappear(void)
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self->action = self->walk;
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self->action = self->walk;
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self->flags &= ~EF_GONE;
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self->flags &= ~(EF_GONE | EF_ALWAYS_PROCESS);
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addTeleportStars(self);
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addTeleportStars(self);
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@ -192,7 +192,7 @@ static void applyDamage(int damage)
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if (u->isMissionTarget && rand() % 100 < 10)
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if (u->isMissionTarget && rand() % 100 < 10)
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{
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{
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u->action = reappear;
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u->action = reappear;
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u->flags |= EF_GONE;
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u->flags |= (EF_GONE | EF_ALWAYS_PROCESS);
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u->thinkTime = rrnd(FPS, FPS * 2);
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u->thinkTime = rrnd(FPS, FPS * 2);
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addTeleportStars(self);
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addTeleportStars(self);
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playBattleSound(SND_APPEAR, self->uniqueId % MAX_SND_CHANNELS, u->x, u->y);
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playBattleSound(SND_APPEAR, self->uniqueId % MAX_SND_CHANNELS, u->x, u->y);
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