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@ -2897,6 +2897,8 @@ void process(struct GameState *gs, double dt)
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cpVect pos_rel_sun = (cpvsub(entity_pos(e), (entity_pos(i.sun))));
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cpFloat sqdist = cpvlengthsq(pos_rel_sun);
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if(i.sun->sun_is_safe)
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{
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bool is_entity_dangerous = false;
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is_entity_dangerous |= e->is_missile;
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if (e->is_box)
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@ -2906,7 +2908,7 @@ void process(struct GameState *gs, double dt)
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if (is_entity_dangerous && sqdist < sun_dist_no_gravity(i.sun) * sun_dist_no_gravity(i.sun))
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{
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e->flag_for_destruction = true;
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break;
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}
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}
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if (!e->is_grid) // grids aren't damaged (this edge case sucks!)
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