Add MOVE_TO_PLAYER flag if fighter is an ally not hasn't got FOLLOWS flag set.
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@ -52,6 +52,10 @@ Entity *spawnFighter(char *name, int x, int y, int side)
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{
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case SIDE_ALLIES:
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f->aiAggression = rand() % 3;
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if (!(f->aiFlags & AIF_FOLLOWS_PLAYER))
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{
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f->aiFlags |= AIF_MOVES_TO_PLAYER;
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}
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break;
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case SIDE_PIRATE:
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