[Fix] *Now* it's fixed.. Forgot to correct lua and xml files.
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@ -17,12 +17,12 @@
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<x>10</x>
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<x>10</x>
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<y>201</y>
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<y>201</y>
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</shield>
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</shield>
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<armor>
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<armour>
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<w>129</w>
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<w>129</w>
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<h>10</h>
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<h>10</h>
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<x>10</x>
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<x>10</x>
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<y>218</y>
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<y>218</y>
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</armor>
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</armour>
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<energy>
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<energy>
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<w>129</w>
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<w>129</w>
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<h>10</h>
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<h>10</h>
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@ -72,12 +72,12 @@
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<x>52</x>
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<x>52</x>
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<y>201</y>
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<y>201</y>
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</shield>
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</shield>
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<armor>
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<armour>
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<w>98</w>
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<w>98</w>
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<h>8</h>
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<h>8</h>
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<x>52</x>
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<x>52</x>
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<y>212</y>
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<y>212</y>
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</armor>
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</armour>
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<energy>
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<energy>
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<w>98</w>
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<w>98</w>
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<h>8</h>
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<h>8</h>
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@ -14,7 +14,7 @@
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<range>300</range>
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<range>300</range>
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<accuracy>30</accuracy>
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<accuracy>30</accuracy>
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<damage>
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<damage>
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<armor>20</armor>
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<armour>20</armour>
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<shield>10</shield>
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<shield>10</shield>
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</damage>
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</damage>
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</specific>
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</specific>
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12
dat/ship.xml
12
dat/ship.xml
@ -11,10 +11,10 @@
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</movement>
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</movement>
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<health>
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<health>
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<shield>70</shield>
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<shield>70</shield>
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<armor>80</armor>
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<armour>80</armour>
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<energy>240</energy>
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<energy>240</energy>
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<shield_regen>80</shield_regen>
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<shield_regen>80</shield_regen>
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<armor_regen>50</armor_regen>
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<armour_regen>50</armour_regen>
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<energy_regen>40</energy_regen>
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<energy_regen>40</energy_regen>
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</health>
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</health>
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<characteristics>
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<characteristics>
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@ -38,10 +38,10 @@
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</movement>
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</movement>
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<health>
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<health>
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<shield>50</shield>
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<shield>50</shield>
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<armor>60</armor>
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<armour>60</armour>
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<energy>180</energy>
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<energy>180</energy>
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<shield_regen>100</shield_regen>
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<shield_regen>100</shield_regen>
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<armor_regen>60</armor_regen>
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<armour_regen>60</armour_regen>
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<energy_regen>40</energy_regen>
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<energy_regen>40</energy_regen>
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</health>
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</health>
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<characteristics>
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<characteristics>
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@ -65,10 +65,10 @@
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</movement>
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</movement>
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<health>
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<health>
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<shield>160</shield>
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<shield>160</shield>
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<armor>120</armor>
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<armour>120</armour>
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<energy>360</energy>
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<energy>360</energy>
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<shield_regen>90</shield_regen>
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<shield_regen>90</shield_regen>
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<armor_regen>60</armor_regen>
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<armour_regen>60</armour_regen>
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<energy_regen>50</energy_regen>
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<energy_regen>50</energy_regen>
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</health>
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</health>
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<characteristics>
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<characteristics>
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@ -37,7 +37,7 @@ function attack()
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local dir = face(target)
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local dir = face(target)
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local dist = getdist(getpos(target))
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local dist = getdist(getpos(target))
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if parmor() < 70 then
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if parmour() < 70 then
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poptask()
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poptask()
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pushtask(0, "runaway", target)
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pushtask(0, "runaway", target)
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elseif dir < 10 and dist > 300 then
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elseif dir < 10 and dist > 300 then
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@ -7,7 +7,7 @@ function control()
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-- Running pilot has healed up some.
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-- Running pilot has healed up some.
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if task == "runaway" then
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if task == "runaway" then
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if parmor() == 100 then
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if parmour() == 100 then
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-- "attack" should be called after "runaway".
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-- "attack" should be called after "runaway".
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poptask()
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poptask()
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end
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end
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@ -16,7 +16,7 @@ function control()
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elseif task ~= "attack" and task ~= "runaway" then
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elseif task ~= "attack" and task ~= "runaway" then
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-- If getenemy() is 0, there is no enemy around.
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-- If getenemy() is 0, there is no enemy around.
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enemy = getenemy()
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enemy = getenemy()
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if parmor() == 100 and enemy ~= 0 then
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if parmour() == 100 and enemy ~= 0 then
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-- Taunts.
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-- Taunts.
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num = rng(0,4)
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num = rng(0,4)
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if num == 0 then msg "Prepare to be boarded!"
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if num == 0 then msg "Prepare to be boarded!"
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@ -92,7 +92,7 @@ function attack()
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dist = getdist(getpos(target))
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dist = getdist(getpos(target))
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-- We need to know when to run away.
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-- We need to know when to run away.
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if parmor() < 70 then
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if parmour() < 70 then
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pushtask(0, "runaway", target)
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pushtask(0, "runaway", target)
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-- Try to obliterate the target.
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-- Try to obliterate the target.
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elseif dir < 10 and dist > 300 then
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elseif dir < 10 and dist > 300 then
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@ -52,7 +52,7 @@ function attack()
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dir = face(target)
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dir = face(target)
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dist = getdist(getpos(target))
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dist = getdist(getpos(target))
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if parmor() < 70 then
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if parmour() < 70 then
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poptask()
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poptask()
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pushtask(0, "runaway", target)
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pushtask(0, "runaway", target)
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elseif dir < 10 and dist > 300 then
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elseif dir < 10 and dist > 300 then
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@ -157,7 +157,7 @@ void pilot_render(Pilot* p) {
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// Update the pilot.
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// Update the pilot.
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static void pilot_update(Pilot* pilot, const double dt) {
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static void pilot_update(Pilot* pilot, const double dt) {
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if(pilot != player && pilot->armour < PILOT_DISABLED_ARMOR * pilot->armour_max) {
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if(pilot != player && pilot->armour < PILOT_DISABLED_ARMOUR * pilot->armour_max) {
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// We are disabled.
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// We are disabled.
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pilot_setFlag(pilot, PILOT_DISABLED);
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pilot_setFlag(pilot, PILOT_DISABLED);
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// Come to a halt slowly.
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// Come to a halt slowly.
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@ -9,8 +9,8 @@
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#define PLAYER_ID 1
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#define PLAYER_ID 1
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// Aproximation for pilot size.
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// Aproximation for pilot size.
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#define PILOT_SIZE_APROX 0.8
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#define PILOT_SIZE_APROX 0.8
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#define PILOT_DISABLED_ARMOR 0.2 // Based on armour percentage.
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#define PILOT_DISABLED_ARMOUR 0.2 // Based on armour percentage.
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// Flags.
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// Flags.
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#define pilot_isFlag(p,f) (p->flags & f)
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#define pilot_isFlag(p,f) (p->flags & f)
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