!Person::players[k2]->dead &&
Person::players[k2]->aitype == attacktypecutoff) {
Person::players[k]->victim = Person::players[k2];
+ Person::players[k]->hasvictim = true;
found = true;
break;
}
}
if (!found) {
+ Person::players[k]->hasvictim = false;
Person::players[k]->attackkeydown = 0;
}
} else {