Fixes SENTINEL monsters from ignoring forced fear
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@ -214,6 +214,9 @@ handle_sentinel_behaviour(Monster *m, RoomMatrix *rm)
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static void
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monster_behaviour_check(Monster *m, RoomMatrix *rm)
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{
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if (m->state.stepsSinceChange < m->state.forceCount)
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return;
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switch (m->behaviour) {
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case GUERILLA:
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case SORCERER:
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