!Person::players[k2]->dead &&
Person::players[k2]->aitype == attacktypecutoff) {
Person::players[k]->victim = Person::players[k2];
!Person::players[k2]->dead &&
Person::players[k2]->aitype == attacktypecutoff) {
Person::players[k]->victim = Person::players[k2];
Person::players[k]->hasvictim = 0;
if (Person::players.size() > 1) {
for (unsigned i = 0; i < Person::players.size(); i++) {
Person::players[k]->hasvictim = 0;
if (Person::players.size() > 1) {
for (unsigned i = 0; i < Person::players.size(); i++) {