Allow suspicion level to drop if player is close to wing leader.
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@ -1085,22 +1085,33 @@ static void wander(void)
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*/
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*/
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void checkSuspicionLevel(void)
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void checkSuspicionLevel(void)
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{
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{
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long distance;
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if (battle.status == MS_IN_PROGRESS && player->side != SIDE_ALLIES)
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if (battle.status == MS_IN_PROGRESS && player->side != SIDE_ALLIES)
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{
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{
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battle.suspicionCoolOff = MAX(battle.suspicionCoolOff - 1, 0);
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battle.suspicionCoolOff = MAX(battle.suspicionCoolOff - 1, 0);
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distance = getDistance(self->x, self->y, player->x, player->y);
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/* raise if player is too far away and there are no enemies */
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/* raise if player is too far away and there are no enemies */
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if (battle.suspicionCoolOff == 0 && battle.numEnemies == 0 && getDistance(self->x, self->y, player->x, player->y) > SCREEN_HEIGHT)
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if (battle.suspicionCoolOff == 0 && battle.numEnemies == 0 && distance > SCREEN_HEIGHT)
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{
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{
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battle.suspicionLevel++;
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battle.suspicionLevel++;
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}
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}
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/* raise while there are enemies around, to spir the player into taking action */
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/* raise if there are enemies around, lower if none and player is close to leader */
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if (battle.numEnemies > 0 && battle.stats[STAT_TIME] % 5 == 0)
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if (battle.stats[STAT_TIME] % 5 == 0)
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{
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if (battle.numEnemies > 0)
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{
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{
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battle.suspicionLevel++;
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battle.suspicionLevel++;
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battle.suspicionCoolOff = FPS * 30;
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battle.suspicionCoolOff = FPS * 30;
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}
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}
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else if (distance <= SCREEN_HEIGHT / 2)
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{
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battle.suspicionLevel = MAX(battle.suspicionLevel - 1, 0);
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}
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}
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}
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}
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}
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}
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