Stop chasing me if you can't see me at the end of your path
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@@ -2,10 +2,10 @@ SPEED_WALKING = 8;
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SPEED_RUNNING = 14;
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SPEED_RUNNING = 14;
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// Millisecond durations per tweens, per tile
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// Millisecond durations per tweens, per tile
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TWEEN_DURATION_PERTILE_RUNNING = 120;
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TWEEN_DURATION_PERTILE_RUNNING = 160;
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TWEEN_DURATION_PERTILE_WALKING = 224;
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TWEEN_DURATION_PERTILE_WALKING = 224;
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TWEEN_DURATION_PERPIXEL_RUNNING = 3;
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TWEEN_DURATION_PERPIXEL_RUNNING = 3;
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TWEEN_DURATION_PERPIXEL_WALKING = 6;
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TWEEN_DURATION_PERPIXEL_WALKING = 7;
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STATE_NONE = 0;
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STATE_NONE = 0;
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STATE_UNAWARE = 1 << 1;
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STATE_UNAWARE = 1 << 1;
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@@ -939,7 +939,7 @@ var AISprite = function(game, x, y, key, frame) {
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i < Math.min(this.path_maximum_steps, this.path.length) ;
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i < Math.min(this.path_maximum_steps, this.path.length) ;
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i++ ) {
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i++ ) {
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pl = this.path[i];
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pl = this.path[i];
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movingstate = STATE_MOVING;
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movingstate = STATE_MOVING | STATE_RUNNING;
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if ( pl.end.x < prevpos[0]) {
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if ( pl.end.x < prevpos[0]) {
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movingstate = movingstate | STATE_FACE_LEFT;
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movingstate = movingstate | STATE_FACE_LEFT;
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} else if ( pl.end.x > prevpos[0] ) {
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} else if ( pl.end.x > prevpos[0] ) {
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