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@@ -61,7 +61,7 @@
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if(.ai_busy[.@tmp] == 0){ // Not busy
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if(.ai_busy[.@tmp] == 0){ // Not busy
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switch(.ai_action[AI_ACTION_TAR_TYPE]){ // Check what have we here.
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switch(.ai_action[AI_ACTION_TAR_TYPE]){ // Check what have we here.
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case AI_ACTION_TAR_TYPE_PC: // It's a player
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case AI_ACTION_TAR_TYPE_PC: // It's a player
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- if(getd("$pkarma_"+.ai_action[AI_ACTION_TAR]) > .karma){ // pkarma is higher?
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+ if(Karma > .karma){ // pkarma is higher?
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unittalk .ai_action[AI_ACTION_SRC], "Who goes there!";
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unittalk .ai_action[AI_ACTION_SRC], "Who goes there!";
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unitemote .ai_action[AI_ACTION_SRC], e_gasp; // !
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unitemote .ai_action[AI_ACTION_SRC], e_gasp; // !
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unitattack .ai_action[AI_ACTION_SRC],.ai_action[AI_ACTION_TAR];
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unitattack .ai_action[AI_ACTION_SRC],.ai_action[AI_ACTION_TAR];
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@@ -86,7 +86,7 @@
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break;
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break;
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case AI_ACTION_TYPE_KILL: // We eliminated the criminal
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case AI_ACTION_TYPE_KILL: // We eliminated the criminal
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if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC)
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if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC)
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- setd "$pkarma_"+.ai_action[AI_ACTION_TAR], 0;
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+ set Karma, 0;
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case AI_ACTION_TYPE_UNLOCK: // Target lost :(
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case AI_ACTION_TYPE_UNLOCK: // Target lost :(
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if(.@tmp != -1){
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if(.@tmp != -1){
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set .ai_busy[.@tmp], 0; // Remove him, we're free.
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set .ai_busy[.@tmp], 0; // Remove him, we're free.
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@@ -96,14 +96,20 @@
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break;
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break;
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case AI_ACTION_TYPE_DEAD: // We got killed :(
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case AI_ACTION_TYPE_DEAD: // We got killed :(
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if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC){ // Attacker is a player?
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if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC){ // Attacker is a player?
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- setd "$pkarma_"+.ai_action[AI_ACTION_TAR], getd("$pkarma_"+.ai_action[AI_ACTION_TAR]) + 5;
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+ if(Karma < 250)
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+ set Karma, Karma + 5;
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+ else
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+ set Karma, 255;
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}
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}
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sleep 10000; // 10 seconds until reinforcements arrive
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sleep 10000; // 10 seconds until reinforcements arrive
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spawn_guardian .@tmp;
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spawn_guardian .@tmp;
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break;
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break;
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case AI_ACTION_TYPE_ATTACK: // Someone attacked us
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case AI_ACTION_TYPE_ATTACK: // Someone attacked us
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if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC){ // Attacker is a player?
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if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC){ // Attacker is a player?
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- setd "$pkarma_"+.ai_action[AI_ACTION_TAR], getd("$pkarma_"+.ai_action[AI_ACTION_TAR]) + 1;
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+ if(Karma < 250)
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+ set Karma, Karma + 1;
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+ else
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+ set Karma, 255;
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}
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}
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// The system's AI will auto attack any attackers. So we leave it here.
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// The system's AI will auto attack any attackers. So we leave it here.
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break;
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break;
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