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- well ... this was a lil redundant
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@ -1835,14 +1835,6 @@ int P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
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if (!P_IsVisible (actor, player->mo, allaround, params))
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continue; // out of sight
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// [SP] Deathmatch fixes - if we have MF_FRIENDLY we're definitely in deathmatch
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// We're going to ignore our master, but go after his enemies.
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if ( actor->flags & MF_FRIENDLY )
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{
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if ( actor->IsFriend(player->mo) )
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continue;
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}
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// [RC] Well, let's let special monsters with this flag active be able to see
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// the player then, eh?
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if(!(actor->flags6 & MF6_SEEINVISIBLE))
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