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Update ai_holder_combat_unseen.dm
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@@ -13,9 +13,6 @@
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// We conserve ammo (or can't shoot) so walk closer
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if(get_dist(holder, target_last_seen_turf) > 1)
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return give_destination(target_last_seen_turf, 1, TRUE) // Sets stance as well
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<<<<<<< HEAD
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// We're right there, look around?
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=======
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// We last saw them next to us, so do a blind attack on that tile.
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else if(melee_on_tile(target_last_seen_turf) != ATTACK_SUCCESSFUL && intelligence_level >= AI_NORMAL)
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var/obj/O = find_escape_route()
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@@ -23,7 +20,6 @@
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return give_destination(get_turf(O), 0, TRUE)
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else
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return find_target()
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>>>>>>> c9873ff... Fixes some unseen combat ai jank (#8116)
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else
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return find_target()
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// Shoot in their direction angrily
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