Player will always be on the side of the Allies.
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c3d07ea5a2
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@ -57,7 +57,7 @@ void doAI(void)
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if (self->target == NULL)
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{
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if (player != NULL && self->side == player->side)
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if (player != NULL && self->side == SIDE_ALLIES)
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{
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moveToPlayer();
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}
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@ -107,7 +107,7 @@ void doAI(void)
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{
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self->action = flee;
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self->aiActionTime = FPS * 3;
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if (!(self->flags & EF_FLEEING) && (self->flags & EF_MISSION_TARGET) && self->side != player->side)
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if (!(self->flags & EF_FLEEING) && (self->flags & EF_MISSION_TARGET) && self->side != SIDE_ALLIES)
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{
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addHudMessage(colors.cyan, "Mission target is escaping!");
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self->flags |= EF_FLEEING;
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@ -81,16 +81,13 @@ void doEntities(void)
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case ET_FIGHTER:
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doFighter();
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if (player != NULL)
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if (self->side == SIDE_ALLIES)
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{
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if (self->side == player->side)
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{
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numAllies++;
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}
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else
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{
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numEnemies++;
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}
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numAllies++;
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}
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else
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{
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numEnemies++;
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}
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break;
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@ -144,20 +141,18 @@ void drawEntities(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)
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if (e->active)
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{
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continue;
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}
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switch (e->type)
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{
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case ET_FIGHTER:
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drawFighter(e);
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break;
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default:
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drawEntity(e);
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break;
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switch (e->type)
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{
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case ET_FIGHTER:
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drawFighter(e);
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break;
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default:
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drawEntity(e);
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break;
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}
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}
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}
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}
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@ -231,7 +231,7 @@ void doFighter(void)
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{
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if (player->alive == ALIVE_ALIVE)
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{
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if (self->side != player->side)
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if (self->side != SIDE_ALLIES)
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{
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battle.stats[STAT_ENEMIES_KILLED]++;
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}
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@ -486,7 +486,7 @@ static void checkHasFled(void)
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if (distance > 5000)
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{
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if (self->side != player->side)
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if (self->side != SIDE_ALLIES)
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{
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addHudMessage(colors.red, "Mission target has escaped.");
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battle.stats[STAT_ENEMIES_ESCAPED]++;
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@ -74,7 +74,7 @@ static int teamMatesClose(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->type == ET_FIGHTER && e->side == player->side)
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if (e->active && e->type == ET_FIGHTER && e->side == SIDE_ALLIES)
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{
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if (getDistance(player->x, player->y, e->x, e->y) > 350)
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{
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