deadkl(neighbor, iquad, neighbor)
continue # neighbor loop
# Else enemy gets flung by the blast wave
- newc = neighbor + neighbor - hits[-1]
+ newc = neighbor + neighbor - start
proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
if not newc.valid_sector():
# can't leave quadrant
game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
game.state.remtime = 7.0 * game.length
game.intime = game.state.remtime
- game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
+ game.state.remkl = game.inkling = int(2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15))
game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
game.state.remres = (game.inkling+4*game.incom)*game.intime
game.inresor = game.state.remres