AI follow update.
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@ -701,7 +701,6 @@ static void moveToPlayer(void)
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{
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{
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int wantedAngle;
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int wantedAngle;
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int dist = getDistance(self->x, self->y, player->x, player->y);
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int dist = getDistance(self->x, self->y, player->x, player->y);
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float oldSpeed;
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if (dist <= 250)
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if (dist <= 250)
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{
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{
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@ -711,12 +710,9 @@ static void moveToPlayer(void)
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if (player->thrust > 0.1)
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if (player->thrust > 0.1)
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{
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{
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if (self->speed > player->speed)
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if (self->thrust > player->thrust)
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{
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{
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oldSpeed = self->speed;
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applyFighterBrakes();
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self->speed = sqrt(player->thrust);
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applyFighterThrust();
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self->speed = oldSpeed;
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}
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}
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else
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else
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{
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{
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@ -908,7 +904,6 @@ static void moveToLeader(void)
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{
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{
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int wantedAngle;
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int wantedAngle;
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int dist = getDistance(self->x, self->y, self->leader->x, self->leader->y);
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int dist = getDistance(self->x, self->y, self->leader->x, self->leader->y);
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float oldSpeed;
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if (dist <= ((self->leader->type != ET_CAPITAL_SHIP) ? 350 : 550))
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if (dist <= ((self->leader->type != ET_CAPITAL_SHIP) ? 350 : 550))
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{
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{
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@ -918,12 +913,9 @@ static void moveToLeader(void)
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turnToFace(wantedAngle);
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turnToFace(wantedAngle);
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if (self->speed > self->leader->speed)
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if (self->thrust > self->leader->thrust)
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{
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{
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oldSpeed = self->speed;
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applyFighterBrakes();
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self->speed = sqrt(self->leader->thrust);
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applyFighterThrust();
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self->speed = oldSpeed;
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}
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}
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else
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else
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{
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{
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