This way preserves checks for Classic difficulty within (where
auto-camera-centering is implemented) so that if the edge behavior
ever changes again, it won't have unintended side-effects. The
conditional is also inverted to make it easier to read.
At some point I replaced the "Target" text with "Sid", "Phoebe", and
"Kline" for those respective characters. Classic difficulty now always
uses the word "Target" once again.
The main problem with this bug was simply that it caused a constant
cycle of resurrection and death, which generated tons and tons of
powerups. It was only realistically achievable with cheats enabled,
but still, this seems undesirable.
It's not exactly the same technically, but in function it is. The
only functional difference is that the original would sometimes show
an unexpected health bar for a small(ish) enemy, whereas the new
implementation never does that.
Also different is that exact location is still shown. Will fix that
next.
So, that segfault? Turns out there's a place where I forgot to check
if something was NULL before accessing it, which turned out to be
important because for some reason, gfx_textSprites[TS_RADIO] got
set to 32 at some point while gfx_messageBox remained NULL.
This may be indicative of a memory leak somewhere, but it's
also possible that maybe it was left-over from a previous mission
or something, which may have been what made it so hard to spot (that
would make the bug time-sensitive as well as context-sensitive). In
any case, at least the segfault is fixed now.