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- update cop AI batter logic
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@ -746,7 +746,7 @@ void CopControl1(CAR_DATA *cp)
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doBatter = 0;
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// [A] periodically beat player in ass
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if (!doBatter && *playerFelony > gCopData.autoBatterPlayerTrigger && cp->ai.p.close_pursuit)
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if (!doBatter && *playerFelony > gCopData.autoBatterPlayerTrigger)
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{
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int batterTrigger;
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@ -757,14 +757,15 @@ void CopControl1(CAR_DATA *cp)
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else if (gCopDifficultyLevel == 2)
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batterTrigger = 0;
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cp->ai.p.batterTimer++;
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if (cp->ai.p.batterTimer > batterTrigger)
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doBatter = 1;
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cp->ai.p.batterTimer++;
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cp->ai.p.batterTimer &= 127;
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}
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if (cp->ai.p.dying != 0 ||
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cp->totalDamage > 27000 && gCopData.immortal == 0)
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{
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