Check that leader is not null in mothership attack checks
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@ -1603,7 +1603,7 @@ PriorityAIController.prototype.conditionMothershipIsAttacking = function()
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if (this.ship.group && this.ship.group.leader != this.ship)
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{
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var leader = this.ship.group.leader;
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if (leader.target && this.isFighting(leader) && this.distance(leader.target) < this.scannerRange)
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if (leader && leader.target && this.isFighting(leader) && this.distance(leader.target) < this.scannerRange)
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{
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return true;
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}
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@ -1617,7 +1617,7 @@ PriorityAIController.prototype.conditionMothershipIsAttackingHostileTarget = fun
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if (this.ship.group && this.ship.group.leader != this.ship)
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{
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var leader = this.ship.group.leader;
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if (leader.target && this.isFighting(leader) && this.isAggressive(leader.target) && this.distance(leader.target) < this.scannerRange)
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if (leader && leader.target && this.isFighting(leader) && this.isAggressive(leader.target) && this.distance(leader.target) < this.scannerRange)
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{
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return true;
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}
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@ -1630,7 +1630,7 @@ PriorityAIController.prototype.conditionMothershipUnderAttack = function()
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if (this.ship.group && this.ship.group.leader != this.ship)
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{
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var leader = this.ship.group.leader;
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if (leader.target && leader.target.target == leader && leader.target.hasHostileTarget && this.distance(leader.target) < this.scannerRange)
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if (leader && leader.target && leader.target.target == leader && leader.target.hasHostileTarget && this.distance(leader.target) < this.scannerRange)
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{
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return true;
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}
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