Boost finished timer needs to be doubled on Easy mode, due to increased boost recharge.
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@ -43,12 +43,15 @@ static void updateDeathStats(void);
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static int selectedPlayerIndex;
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static int availableGuns[BT_MAX];
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static Entity *availablePlayerUnits[MAX_SELECTABLE_PLAYERS];
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static int boostFinishedTime;
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void initPlayer(void)
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{
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int i, n;
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memset(&availableGuns, 0, sizeof(int) * BT_MAX);
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boostFinishedTime = (game.currentMission->challengeData.isChallenge || game.difficulty == DIFFICULTY_NORMAL) ? (int)BOOST_FINISHED_TIME : (int)(BOOST_FINISHED_TIME * 2);
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battle.numPlayerGuns = 0;
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@ -201,7 +204,7 @@ void doPlayer(void)
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}
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}
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if (battle.boostTimer == (int)BOOST_FINISHED_TIME)
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if (battle.boostTimer == boostFinishedTime)
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{
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deactivateBoost();
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}
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@ -367,7 +370,7 @@ static void handleMouse(void)
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if (isControl(CONTROL_ACCELERATE))
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{
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if (battle.boostTimer > BOOST_FINISHED_TIME || game.currentMission->challengeData.noBoost)
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if (battle.boostTimer > boostFinishedTime || game.currentMission->challengeData.noBoost)
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{
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applyFighterThrust();
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}
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