Stop chasing me if you can't see me at the end of your path
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@@ -717,7 +717,6 @@ var AISprite = function(game, x, y, key, frame) {
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if ( hasState(this, STATE_ALERTED) )
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vd = vd * 2;
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var distance = (new Phaser.Line(spr.x, spr.y, this.x, this.y).length);
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if ( distance > vd ) {
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console.log("Target is outside my view distance (" + distance + " vs " + vd + ")");
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@@ -899,6 +898,11 @@ var AISprite = function(game, x, y, key, frame) {
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return f();
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}
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this.path_purge = function() {
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this.path = [];
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this.path_index = 0;
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}
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this.path_set = function(target, force) {
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force = ( typeof force == undefined ? false : force );
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if ( force == false &&
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@@ -906,8 +910,7 @@ var AISprite = function(game, x, y, key, frame) {
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this.path_index < this.path_maximum_steps ) {
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return false;
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}
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this.path = [];
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this.path_index = 0;
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this.path_purge();
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tpath = pathfinder.findPath(
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parseInt(this.x/32),
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parseInt(this.y/32),
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@@ -1011,6 +1014,7 @@ var AISprite = function(game, x, y, key, frame) {
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if ( this.path_set(player, this.blocked(true)) == true ) {
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console.log("I just got a new path");
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if ( this.canSeeSprite(player, false) == false ) {
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this.path_purge();
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this.path_tween_stop();
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} else {
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this.path_tween_start();
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