EF_NO_TARGET -> EF_NO_PLAYER_TARGET
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@ -45,7 +45,7 @@ Entity *spawnMine(void)
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mine->texture = mineNormal;
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mine->action = think;
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mine->die = die;
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mine->flags = EF_TAKES_DAMAGE+EF_NO_TARGET;
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mine->flags = EF_TAKES_DAMAGE+EF_NO_PLAYER_TARGET;
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SDL_QueryTexture(mine->texture, NULL, NULL, &mine->w, &mine->h);
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@ -495,7 +495,7 @@ static void selectTarget(void)
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
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{
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if (e->active && e != player && (e->flags & EF_TAKES_DAMAGE) && (!(e->flags & EF_NO_TARGET)) && e->side != player->side && e->alive == ALIVE_ALIVE && e->systemPower > 0 && i < MAX_SELECTABLE_TARGETS)
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if (e->active && e != player && (e->flags & EF_TAKES_DAMAGE) && (!(e->flags & EF_NO_PLAYER_TARGET)) && e->side != player->side && e->alive == ALIVE_ALIVE && e->systemPower > 0 && i < MAX_SELECTABLE_TARGETS)
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{
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dist = getDistance(self->x, self->y, e->x, e->y);
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if (dist < closest)
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