Fleeing fighters no longer count as flee when they go out of range of player.

This commit is contained in:
Steve 2015-11-13 18:26:30 +00:00
parent 345516814d
commit b90ca0ea11
1 changed files with 0 additions and 18 deletions

View File

@ -27,7 +27,6 @@ static void spinDie(void);
static void straightDie(void);
static void randomizeDart(Entity *dart);
static void randomizeDartGuns(Entity *dart);
static void checkHasFled(void);
Entity *spawnFighter(char *name, int x, int y, int side)
{
@ -222,13 +221,6 @@ void doFighter(void)
battle.stats[STAT_DISABLED]++;
}
}
else
{
if (player != NULL && self->flags & EF_FLEEING && battle.stats[STAT_TIME] % FPS == 0)
{
checkHasFled();
}
}
}
if (self->alive == ALIVE_ESCAPED)
@ -496,13 +488,3 @@ static void straightDie(void)
playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
}
}
static void checkHasFled(void)
{
long distance = getDistance(self->x, self->y, player->x, player->y);
if (distance > 5000)
{
self->alive = ALIVE_ESCAPED;
}
}