s/sModifier/sModifiers/
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@@ -133,7 +133,7 @@ void CombinedLifeMeterEnemy::Update( float fDelta )
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Attack a;
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Attack a;
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a.fSecsRemaining = 10;
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a.fSecsRemaining = 10;
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a.level = ATTACK_LEVEL_1;
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a.level = ATTACK_LEVEL_1;
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a.sModifier = sPossibleModifiers[a.level][rand()%3];
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a.sModifiers = sPossibleModifiers[a.level][rand()%3];
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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if( GAMESTATE->IsHumanPlayer(p) )
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if( GAMESTATE->IsHumanPlayer(p) )
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GAMESTATE->LaunchAttack( p, a );
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GAMESTATE->LaunchAttack( p, a );
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@@ -145,7 +145,7 @@ void CombinedLifeMeterEnemy::Update( float fDelta )
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Attack a;
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Attack a;
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a.fSecsRemaining = 10;
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a.fSecsRemaining = 10;
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a.level = ATTACK_LEVEL_2;
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a.level = ATTACK_LEVEL_2;
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a.sModifier = sPossibleModifiers[a.level][rand()%3];
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a.sModifiers = sPossibleModifiers[a.level][rand()%3];
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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if( GAMESTATE->IsHumanPlayer(p) )
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if( GAMESTATE->IsHumanPlayer(p) )
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GAMESTATE->LaunchAttack( p, a );
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GAMESTATE->LaunchAttack( p, a );
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@@ -157,7 +157,7 @@ void CombinedLifeMeterEnemy::Update( float fDelta )
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Attack a;
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Attack a;
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a.fSecsRemaining = 10;
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a.fSecsRemaining = 10;
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a.level = ATTACK_LEVEL_3;
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a.level = ATTACK_LEVEL_3;
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a.sModifier = sPossibleModifiers[a.level][rand()%3];
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a.sModifiers = sPossibleModifiers[a.level][rand()%3];
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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if( GAMESTATE->IsHumanPlayer(p) )
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if( GAMESTATE->IsHumanPlayer(p) )
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GAMESTATE->LaunchAttack( p, a );
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GAMESTATE->LaunchAttack( p, a );
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