if (same(game.state.baseq[j], game.state.kcmdr[k]) &&
!same(game.state.baseq[j], game.quadrant) &&
!same(game.state.baseq[j], game.state.kscmdr)) {
if (same(game.state.baseq[j], game.state.kcmdr[k]) &&
!same(game.state.baseq[j], game.quadrant) &&
!same(game.state.baseq[j], game.state.kscmdr)) {
if (same(game.state.kcmdr[i], game.battle))
break;
if (i > game.state.remcom || game.state.rembase == 0 ||
if (same(game.state.kcmdr[i], game.battle))
break;
if (i > game.state.remcom || game.state.rembase == 0 ||
if (same(game.state.baseq[i], game.battle))
game.state.baseq[i] = game.state.baseq[game.state.rembase];
game.state.rembase--;
if (same(game.state.baseq[i], game.battle))
game.state.baseq[i] = game.state.baseq[game.state.rembase];
game.state.rembase--;
if (same(game.state.baseq[i], game.quadrant))
break;
game.state.baseq[i] = game.state.baseq[game.state.rembase];
if (same(game.state.baseq[i], game.quadrant))
break;
game.state.baseq[i] = game.state.baseq[game.state.rembase];
if (same(game.ks[ll], scratch))
break;
game.kpower[ll] -= 800.0; /* If firepower is lost, die */
if (same(game.ks[ll], scratch))
break;
game.kpower[ll] -= 800.0; /* If firepower is lost, die */
/* Scheduled supernova -- select star */
/* logic changed here so that we won't favor quadrants in top
left of universe */
/* Scheduled supernova -- select star */
/* logic changed here so that we won't favor quadrants in top
left of universe */