rem: ( evt.target.player != this.player ) ) 
add: evt.target.player != this.player && evt.target.traits.health && evt.target.traits.health.max != 0 ) 
context: function entityEventTargetChanged( evt ){	// This event lets us know when the user moves his/her cursor to a different unit (provided this	// unit is selected) - use it to tell the engine what context cursor should be displayed, given	// the target.	// If we can gather, and the target supplies, gather. If it's our enemy, and we're armed, attack. 	// If all else fails, move.	// ToString is needed because every property is actually an object (though that's usually	// hidden from you) and comparing an object to any other object in JavaScript (1.5, at least)	// yields false. ToString converts them to their actual values (i.e. the four character	// string) first.		evt.defaultAction = NMT_Goto;	evt.defaultCursor = "arrow-default";	if( evt.target && this.actions )	{	    if( this.actions.attack && 			( evt.target.player != this.player ) )		{			evt.defaultAction = NMT_AttackMelee;			evt.defaultCursor = "action-attack";		}		g = this.actions.gather;		s = evt.target.traits.supply;	    if( g && s && g.resource  && g.resource[s.type] &&			( s.subtype==s.type || g.resource[s.type][s.subtype] ) &&			( s.curr > 0 || s.max == 0 ) )		{		    evt.defaultAction = NMT_Gather;		    // Set cursor (eg "action-gather-fruit").		    evt.defaultCursor = "action-gather-" + evt.target.traits.supply.subtype;		}	}}
meta: 1070	/local1/tlutelli/issta_data/temp/all_js/javascript/2006_temp/2006/1070/c6c006d4fe66743bdc399a80e96340a90ca4203c/template_entity_script.js/buggy/binaries/data/mods/official/entities/template_entity_script.js