Simplified a few statements by making them depend on easy > assisted.
Minor internal change.
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@ -124,8 +124,7 @@ void collectable_add(float x, float y, int type, int value, int life)
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type = P_PLASMA_RATE;
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if ((game.difficulty == DIFFICULTY_NIGHTMARE)
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|| ((game.difficulty != DIFFICULTY_SUPEREASY)
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&& (game.difficulty != DIFFICULTY_EASY)
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|| ((game.difficulty > DIFFICULTY_EASY)
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&& (game.difficulty != DIFFICULTY_ORIGINAL)
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&& ((game.area == MISN_MOEBO)
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|| (game.area == MISN_ELAMALE)
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@ -903,8 +903,7 @@ static void game_doBullets()
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}
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}
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if ((game.difficulty != DIFFICULTY_SUPEREASY)
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&& (game.difficulty != DIFFICULTY_EASY)
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if ((game.difficulty > DIFFICULTY_EASY)
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&& ((bullet->owner == &player) || (bullet->id == WT_ROCKET)))
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{
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for (int j = 0 ; j < 20 ; j++)
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@ -1467,8 +1467,7 @@ int intermission()
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intermission_createCommsSurface(commsSurface);
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// Remove the Supercharge, if it is there
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if ((game.difficulty != DIFFICULTY_SUPEREASY)
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&& (game.difficulty != DIFFICULTY_EASY)
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if ((game.difficulty > DIFFICULTY_EASY)
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&& (game.difficulty != DIFFICULTY_ORIGINAL))
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{
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weapons[W_PLAYER_WEAPON].reload[0] = MAX(
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