Don't make fighters appear onscreen when being spawned during epic battles.
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@ -569,6 +569,17 @@ static void activateEpicFighters(int side)
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if (!e->active && e->type == ET_FIGHTER && !(e->flags & EF_NO_EPIC) && ((side == SIDE_ALLIES && e->side == SIDE_ALLIES) || (side != SIDE_ALLIES && e->side != SIDE_ALLIES)))
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if (!e->active && e->type == ET_FIGHTER && !(e->flags & EF_NO_EPIC) && ((side == SIDE_ALLIES && e->side == SIDE_ALLIES) || (side != SIDE_ALLIES && e->side != SIDE_ALLIES)))
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{
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{
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e->active = 1;
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e->active = 1;
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/* don't spring into existence in front of the player */
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if (isOnBattleScreen(e->x, e->y, e->w, e->h))
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{
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e->x = player->x;
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e->y = player->y;
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e->x += (rand() % 2) ? -SCREEN_WIDTH : SCREEN_WIDTH;
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e->y += (rand() % 2) ? -SCREEN_HEIGHT : SCREEN_HEIGHT;
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}
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return;
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return;
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}
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}
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}
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}
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@ -35,6 +35,7 @@ extern void removeFromQuadtree(Entity *e, Quadtree *root);
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extern void addToQuadtree(Entity *e, Quadtree *root);
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extern void addToQuadtree(Entity *e, Quadtree *root);
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extern void updateCapitalShipComponentProperties(Entity *parent, long flags);
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extern void updateCapitalShipComponentProperties(Entity *parent, long flags);
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extern Entity **getAllEntsWithin(int x, int y, int w, int h, Entity *ignore);
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extern Entity **getAllEntsWithin(int x, int y, int w, int h, Entity *ignore);
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extern int isOnBattleScreen(int x, int y, int w, int h);
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extern App app;
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extern App app;
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extern Battle battle;
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extern Battle battle;
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