Updated Team Player, and Bodyguard trophies.
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@ -129,14 +129,14 @@
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{
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{
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"id" : "TEAM_PLAYER",
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"id" : "TEAM_PLAYER",
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"title" : "Taking one for the team",
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"title" : "Taking one for the team",
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"description" : "Be killed by a missile that was meant for someone else",
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"description" : "Be hit by a missile that was meant for someone else",
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"value" : "TROPHY_BRONZE",
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"value" : "TROPHY_BRONZE",
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"hidden" : 1
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"hidden" : 1
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},
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},
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{
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{
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"id" : "BODYGUARD",
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"id" : "BODYGUARD",
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"title" : "The bodyguard",
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"title" : "The bodyguard",
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"description" : "Kill an enemy with a missile intended for their wing leader",
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"description" : "Hit an enemy with a missile intended for their wing leader",
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"value" : "TROPHY_BRONZE",
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"value" : "TROPHY_BRONZE",
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"hidden" : 1
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"hidden" : 1
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},
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},
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@ -220,23 +220,23 @@ static void checkCollisions(Bullet *b)
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battle.stats[STAT_MISSILES_EVADED]++;
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battle.stats[STAT_MISSILES_EVADED]++;
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}
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}
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if (b->type == BT_MISSILE && b->target != e)
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{
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if (e == player)
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{
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awardTrophy("TEAM_PLAYER");
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}
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else if (b->owner == player && (e->aiFlags & AIF_MOVES_TO_LEADER) && (b->target->flags & EF_AI_LEADER))
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{
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awardTrophy("BODYGUARD");
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}
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}
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/* assuming that health <= 0 will always mean killed */
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/* assuming that health <= 0 will always mean killed */
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if (e->health <= 0)
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if (e->health <= 0)
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{
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{
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e->killedBy = b->owner;
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e->killedBy = b->owner;
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if (b->type == BT_MISSILE && b->target != e)
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{
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if (e == player)
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{
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awardTrophy("TEAM_PLAYER");
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}
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else if (b->owner == player && (e->aiFlags & AIF_MOVES_TO_LEADER) && (b->target->flags & EF_AI_LEADER))
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{
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awardTrophy("BODYGUARD");
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}
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}
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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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battle.lastKilledPlayer = b->owner;
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battle.lastKilledPlayer = b->owner;
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