Player / Leader following tweaks.
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@ -698,22 +698,28 @@ static void moveToPlayer(void)
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{
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int wantedAngle;
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int dist = getDistance(self->x, self->y, player->x, player->y);
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float oldSpeed;
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if (dist <= 350)
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{
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if (fabs(player->dx) >= 1 && fabs(player->dy) >= 1)
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if (fabs(player->dx) >= 1 || fabs(player->dy) >= 1)
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{
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wantedAngle = getAngle(player->x, player->y, player->x + (player->dx * 1000), player->y + (player->dy * 1000));
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turnToFace(wantedAngle);
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oldSpeed = self->speed;
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self->speed = MIN(self->speed, player->speed);
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applyFighterThrust();
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self->speed = oldSpeed;
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}
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if (dist <= 250)
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{
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applyFighterBrakes();
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turnToFace(player->angle);
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self->aiActionTime = MIN(FPS, self->aiActionTime);
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}
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}
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@ -896,16 +902,20 @@ static void moveToLeader(void)
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{
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int wantedAngle;
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int dist = getDistance(self->x, self->y, self->leader->x, self->leader->y);
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float oldSpeed;
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if (dist <= 350)
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if (dist <= ((self->leader->type != ET_CAPITAL_SHIP) ? 350 : 500))
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{
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if (fabs(self->leader->dx) >= 1 && fabs(self->leader->dy) >= 1)
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if (fabs(self->leader->dx) >= 1 || fabs(self->leader->dy) >= 1)
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{
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wantedAngle = getAngle(self->leader->x, self->leader->y, self->leader->x + (self->leader->dx * 1000), self->leader->y + (self->leader->dy * 1000));
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turnToFace(wantedAngle);
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oldSpeed = self->speed;
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self->speed = MIN(self->speed, self->leader->speed);
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applyFighterThrust();
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self->speed = oldSpeed;
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}
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if (dist <= 250)
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