This causes these mission targets to always appear the first time
the player enters an interception, and every time after they fail
to appear (so that you never have two time-wasting interceptions in
a row). In the case of the rescue slaves mission, this takes the
form of forcing the first ship to be a slave ship, and in the case
of the cloak fighter, it simply forces the cloak fighter to appear.
In each case, the variable controlling whether or not the condition
is forced gets set to 0 if the mission target spawned, ensuring that
time-waster interceptions can still occur as long as they both are
preceded and followed by worthwhile interceptions.
I decided this was important when I was playing and noticed that I
wasn't getting slaves to rescue several times in a row. This
situation would be confusing to new players and possibly make them
think they were doing something wrong. It can also be very annoying
to just not get any chances to make progress because of bad RNG.
Forcing them to appear the first time allows the player to be
immediately introduced to the targets, and forcing them to appear if
they didn't last time limits the frustration of bad RNG by ensuring
that even with the worst RNG, some amount of progress can be made.
I rewrote the method because what it was doing was so confusing, I
couldn't figure out whether it actually worked right or not. I think
it did, and it's only 2/3 of a milllisecond anyway (not noticeable
at all), but this new way of writing it is much clearer.
The fourth is simply a duplicate of ship_collision for bullets. A
bit redundant, but I figure it's clearer of a definition. Besides,
this opens up the door to possibly making bullets a different struct
type in the future, if that turns out to be desirable.
I honestly don't understand why these cheats were here. Preventing
enemies from moving breaks some missions and doesn't do anything
useful, and preventing enemies from firing is basically no better
than the invincibility cheat (and might even be worse, if it applies
to Sid; I didn't check).