Added killedBy, for easier stat counting.
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@ -203,10 +203,9 @@ static void checkCollisions(Bullet *b)
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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 && b->owner == player && (!(e->flags & EF_NO_KILL_INC)))
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if (e->health <= 0)
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{
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{
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battle.stats[STAT_ENEMIES_KILLED_PLAYER]++;
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e->killedBy = b->owner;
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battle.stats[STAT_EPIC_KILL_STREAK]++;
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}
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}
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if (b->owner == player && b->type == BT_MISSILE)
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if (b->owner == player && b->type == BT_MISSILE)
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@ -517,6 +517,16 @@ static void die(void)
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self->action = simpleDie;
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self->action = simpleDie;
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break;
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break;
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}
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}
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if (self->killedBy == player && (!(self->flags & EF_NO_KILL_INC)))
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{
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battle.stats[STAT_ENEMIES_KILLED_PLAYER]++;
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if (battle.isEpic)
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{
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battle.stats[STAT_EPIC_KILL_STREAK]++;
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}
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}
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}
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}
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static void immediateDie(void)
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static void immediateDie(void)
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@ -104,6 +104,11 @@ static void lookForFighters(void)
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static void die(void)
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static void die(void)
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{
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{
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if (self->killedBy == player)
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{
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battle.stats[STAT_MINES_DESTROYED]++;
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}
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addMineExplosion();
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addMineExplosion();
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doSplashDamage();
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doSplashDamage();
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@ -33,4 +33,5 @@ extern void damageFighter(Entity *e, int amount, long flags);
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extern void playBattleSound(int id, int x, int y);
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extern void playBattleSound(int id, int x, int y);
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extern Battle battle;
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extern Battle battle;
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extern Entity *player;
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extern Entity *self;
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extern Entity *self;
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@ -146,6 +146,7 @@ struct Entity {
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Entity *target;
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Entity *target;
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Entity *leader;
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Entity *leader;
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Entity *owner;
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Entity *owner;
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Entity *killedBy;
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void (*action)(void);
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void (*action)(void);
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void (*draw)(void);
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void (*draw)(void);
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void (*die)(void);
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void (*die)(void);
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