STAT_MISSILES_EVADED update.
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@ -108,11 +108,6 @@ void doBullets(void)
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if (--b->life <= 0)
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{
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if (player != NULL && player->alive == ALIVE_ALIVE && b->type == BT_MISSILE && b->damage > 0 && b->target == player)
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{
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battle.stats[STAT_MISSILES_EVADED]++;
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}
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if (b == battle.bulletTail)
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{
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battle.bulletTail = prev;
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@ -206,7 +201,13 @@ static void checkCollisions(Bullet *b)
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battle.stats[STAT_MISSILES_STRUCK]++;
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}
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}
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/* missile was targetting player, but hit something else */
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if (b->type == BT_MISSILE && b->target == player && e != player)
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{
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battle.stats[STAT_MISSILES_EVADED]++;
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}
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/* assuming that health <= 0 will always mean killed */
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if (e->health <= 0)
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{
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@ -318,6 +319,8 @@ static void huntTarget(Bullet *b)
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b->life = 0;
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addMissileExplosion(b);
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playBattleSound(SND_EXPLOSION_1, b->x, b->y);
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battle.stats[STAT_MISSILES_EVADED]++;
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}
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}
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else
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