Use player->side instead of SIDE_ALLIES.
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025e72822b
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@ -233,7 +233,7 @@ void doFighter(void)
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updateObjective(self->name, TT_DISABLE);
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updateObjective(self->name, TT_DISABLE);
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updateObjective(self->groupName, TT_DISABLE);
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updateObjective(self->groupName, TT_DISABLE);
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if (self->side != SIDE_ALLIES)
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if (self->side != player->side)
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{
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{
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runScriptFunction("ENEMIES_DISABLED %d", battle.stats[STAT_ENEMIES_DISABLED]);
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runScriptFunction("ENEMIES_DISABLED %d", battle.stats[STAT_ENEMIES_DISABLED]);
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}
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}
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@ -286,7 +286,7 @@ void doFighter(void)
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{
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{
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if (player->alive == ALIVE_ALIVE && self != player)
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if (player->alive == ALIVE_ALIVE && self != player)
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{
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{
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if (self->side != SIDE_ALLIES)
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if (self->side != player->side)
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{
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{
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if (!(self->flags & EF_NO_KILL_INC))
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if (!(self->flags & EF_NO_KILL_INC))
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{
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{
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@ -633,7 +633,7 @@ void retreatEnemies(void)
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
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{
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{
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if (e->type == ET_FIGHTER && e->side != SIDE_ALLIES)
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if (e->type == ET_FIGHTER && e->side != player->side)
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{
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{
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e->flags |= EF_RETREATING;
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e->flags |= EF_RETREATING;
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@ -651,7 +651,7 @@ void retreatAllies(void)
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
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{
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{
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if (e->type == ET_FIGHTER && e->side == SIDE_ALLIES)
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if (e->type == ET_FIGHTER && e->side == player->side)
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{
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{
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e->flags |= EF_RETREATING;
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e->flags |= EF_RETREATING;
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