Stop chasing me if you can't see me at the end of your path
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@@ -686,6 +686,11 @@ var AISprite = function(game, x, y, key, frame) {
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this.viewRectangle = function() {
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this.viewRectangle = function() {
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var offset = [];
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var offset = [];
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var size = [];
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var size = [];
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var multiplier = 1.0;
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if ( hasState(this, STATE_ALERTED) ) {
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multiplier = 2.0;
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}
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if ( hasState(this, STATE_FACE_LEFT) ) {
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if ( hasState(this, STATE_FACE_LEFT) ) {
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offset = [0, -32];
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offset = [0, -32];
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size = [-this.view_distance, 96];
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size = [-this.view_distance, 96];
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@@ -693,7 +698,7 @@ var AISprite = function(game, x, y, key, frame) {
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offset = [32, -32];
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offset = [32, -32];
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size = [32 + this.view_distance, 96];
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size = [32 + this.view_distance, 96];
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} else if ( hasState(this, STATE_FACE_DOWN) ) {
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} else if ( hasState(this, STATE_FACE_DOWN) ) {
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offset = [-32, 0];
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offset = [-32, 32];
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size = [96, this.view_distance];
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size = [96, this.view_distance];
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} else if ( hasState(this, STATE_FACE_UP) ) {
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} else if ( hasState(this, STATE_FACE_UP) ) {
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offset = [-32, 0];
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offset = [-32, 0];
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@@ -702,10 +707,10 @@ var AISprite = function(game, x, y, key, frame) {
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console.log("I don't have a facing state?");
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console.log("I don't have a facing state?");
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return null;
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return null;
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}
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}
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if ( hasState(this, STATE_ALERTED) ) {
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offset[0] *= mulitplier;
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offset = [offset[0] * 2, offset[1] * 2];
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offset[1] *= multiplier;
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size = [size[0] * 2, size[1] * 2];
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size[0] *= multiplier;
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}
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size[1] *= multiplier;
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return positiveRectangle(this.x + offset[0],
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return positiveRectangle(this.x + offset[0],
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this.y + offset[1],
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this.y + offset[1],
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size[0],
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size[0],
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