Revenge trophy requires player to kill the enemy that killed them last.
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@ -310,7 +310,7 @@
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{
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{
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"id" : "REVENGE",
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"id" : "REVENGE",
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"title" : "Revenge",
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"title" : "Revenge",
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"description" : "During an epic battle, kill an enemy that previously killed you",
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"description" : "During an epic battle, kill the enemy that just killed you",
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"value" : "TROPHY_BRONZE"
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"value" : "TROPHY_BRONZE"
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}
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}
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]
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]
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@ -233,10 +233,10 @@ static void checkCollisions(Bullet *b)
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if (e == player)
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if (e == player)
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{
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{
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b->owner->flags |= EF_KILLED_PLAYER;
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battle.lastKilledPlayer = b->owner;
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}
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}
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if (b->owner == player && e->flags & EF_KILLED_PLAYER)
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if (b->owner == player && e == battle.lastKilledPlayer)
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{
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{
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awardTrophy("REVENGE");
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awardTrophy("REVENGE");
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}
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}
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@ -109,7 +109,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define EF_NO_THREAT (2 << 23)
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#define EF_NO_THREAT (2 << 23)
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#define EF_DROPS_ITEMS (2 << 24)
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#define EF_DROPS_ITEMS (2 << 24)
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#define EF_COMMON_FIGHTER (2 << 25)
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#define EF_COMMON_FIGHTER (2 << 25)
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#define EF_KILLED_PLAYER (2 << 26)
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#define AIF_NONE 0
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#define AIF_NONE 0
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#define AIF_FOLLOWS_PLAYER (2 << 0)
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#define AIF_FOLLOWS_PLAYER (2 << 0)
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@ -359,6 +359,7 @@ typedef struct {
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Entity *missionTarget;
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Entity *missionTarget;
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Entity *jumpgate;
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Entity *jumpgate;
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Entity *messageSpeaker;
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Entity *messageSpeaker;
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Entity *lastKilledPlayer;
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SDL_Texture *background, *planetTexture;
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SDL_Texture *background, *planetTexture;
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PointF planet;
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PointF planet;
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int planetWidth, planetHeight;
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int planetWidth, planetHeight;
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