Prevent fighters from magically coming back to life if their target is kill while they are also dying.
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@ -51,6 +51,12 @@ void doAI(void)
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{
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int r;
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if (self->target != NULL && self->target->health <= 0)
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{
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self->action = self->defaultAction;
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self->target = NULL;
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}
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if (!self->target || targetOutOfRange() || self->target->systemPower <= 0)
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{
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findTarget();
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@ -56,12 +56,6 @@ void doEntities(void)
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e->x += e->dx;
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e->y += e->dy;
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if (e->target != NULL && e->target->health <= 0)
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{
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e->action = e->defaultAction;
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e->target = NULL;
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}
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if (e->action != NULL)
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{
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if (--e->thinkTime <= 0)
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@ -155,13 +155,13 @@ static void randomizeDartGuns(Entity *dart)
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void doFighter(void)
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{
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if (self != player && self->health > 0)
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if (self->alive == ALIVE_ALIVE)
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{
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if (self != player)
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{
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separate();
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}
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if (self->health > 0)
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{
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self->reload = MAX(self->reload - 1, 0);
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self->shieldRecharge = MAX(self->shieldRecharge - 1, 0);
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self->armourHit = MAX(self->armourHit - 25, 0);
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@ -183,10 +183,7 @@ void doFighter(void)
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{
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self->action = self->defaultAction;
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}
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}
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if (self->alive == ALIVE_ALIVE)
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{
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if (self->health <= 0)
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{
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self->health = 0;
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@ -239,9 +236,12 @@ void doFighter(void)
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{
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battle.stats[STAT_ALLIES_KILLED]++;
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if (!battle.epic)
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{
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addHudMessage(colors.red, "Ally has been killed");
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}
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}
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}
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updateObjective(self->name, TT_DESTROY);
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