- for (i=1; i<=state.remcom; i++)\r
- if (state.cx[i]==quadx && state.cy[i]==quady) break;\r
- state.cx[i] = state.cx[state.remcom];\r
- state.cy[i] = state.cy[state.remcom];\r
- state.cx[state.remcom] = 0;\r
- state.cy[state.remcom] = 0;\r
- state.remcom--;\r
- frozen.future[FTBEAM] = 1e30;\r
- if (state.remcom != 0)\r
- frozen.future[FTBEAM] = state.date + expran(1.0*incom/state.remcom);\r
- state.killc++;\r
+ for (i=1; i<=game.state.remcom; i++)\r
+ if (game.state.cx[i]==quadx && game.state.cy[i]==quady) break;\r
+ game.state.cx[i] = game.state.cx[game.state.remcom];\r
+ game.state.cy[i] = game.state.cy[game.state.remcom];\r
+ game.state.cx[game.state.remcom] = 0;\r
+ game.state.cy[game.state.remcom] = 0;\r
+ game.state.remcom--;\r
+ game.future[FTBEAM] = 1e30;\r
+ if (game.state.remcom != 0)\r
+ game.future[FTBEAM] = game.state.date + expran(1.0*incom/game.state.remcom);\r
+ game.state.killc++;\r