In epic battles, spawned in entities (such as swarmers) don't count towards the epicLimit.
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6ca888d775
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@ -63,6 +63,7 @@ void doEntities(void)
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{
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{
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int numAllies, numEnemies;
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int numAllies, numEnemies;
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int numActiveAllies, numActiveEnemies;
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int numActiveAllies, numActiveEnemies;
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int numSpawnedEnemies;
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Entity *e, *prev;
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Entity *e, *prev;
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prev = &battle.entityHead;
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prev = &battle.entityHead;
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@ -217,6 +218,11 @@ void doEntities(void)
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if (e->health > 0 && e->active)
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if (e->health > 0 && e->active)
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{
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{
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numActiveEnemies++;
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numActiveEnemies++;
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if (e->spawned)
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{
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numSpawnedEnemies++;
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}
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}
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}
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}
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}
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}
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}
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@ -229,6 +235,8 @@ void doEntities(void)
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if (battle.isEpic && battle.stats[STAT_TIME] % FPS == 0)
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if (battle.isEpic && battle.stats[STAT_TIME] % FPS == 0)
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{
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{
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numActiveEnemies -= numSpawnedEnemies;
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if (numAllies > battle.epicFighterLimit)
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if (numAllies > battle.epicFighterLimit)
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{
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{
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activateEpicFighters(battle.epicFighterLimit - numActiveAllies, SIDE_ALLIES);
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activateEpicFighters(battle.epicFighterLimit - numActiveAllies, SIDE_ALLIES);
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@ -40,7 +40,10 @@ void doSpawners(void)
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s->total -= num;
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s->total -= num;
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}
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}
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if (s->side != SIDE_ALLIES)
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{
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battle.numInitialEnemies += num;
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battle.numInitialEnemies += num;
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}
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for (i = 0 ; i < num ; i++)
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for (i = 0 ; i < num ; i++)
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{
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{
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@ -48,6 +51,8 @@ void doSpawners(void)
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e = spawnFighter(type, 0, 0, s->side);
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e = spawnFighter(type, 0, 0, s->side);
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e->spawned = 1;
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if (s->offscreen)
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if (s->offscreen)
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{
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{
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e->x = player->x;
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e->x = player->x;
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@ -100,6 +100,7 @@ struct Entity {
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char defName[MAX_NAME_LENGTH];
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char defName[MAX_NAME_LENGTH];
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char groupName[MAX_NAME_LENGTH];
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char groupName[MAX_NAME_LENGTH];
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int active;
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int active;
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int spawned;
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int id;
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int id;
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int side;
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int side;
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float x;
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float x;
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