Removed unused 'remain' corpse logic from UnitAI.
This was SVN commit r12487.
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@ -618,11 +618,6 @@ var UnitFsmSpec = {
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// States for entities moving as part of a formation:
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"FORMATIONMEMBER": {
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"HealthChanged": function(msg) {
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if (this.IsAnimal() && msg.to == 0)
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this.SetNextState("ANIMAL.CORPSE");
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},
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"FormationLeave": function(msg) {
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// Stop moving as soon as the formation disbands
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this.StopMoving();
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@ -1627,13 +1622,6 @@ var UnitFsmSpec = {
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},
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"ANIMAL": {
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"HealthChanged": function(msg) {
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// If we died (got reduced to 0 hitpoints), stop the AI and act like a corpse
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if (msg.to == 0)
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this.SetNextState("CORPSE");
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},
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"Attacked": function(msg) {
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if (this.template.NaturalBehaviour == "skittish" ||
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this.template.NaturalBehaviour == "passive")
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@ -1668,31 +1656,6 @@ var UnitFsmSpec = {
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},
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},
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"CORPSE": {
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"enter": function() {
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this.StopMoving();
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},
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// Ignore all orders that animals might otherwise respond to
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"Order.FormationWalk": function() { },
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"Order.Walk": function() { },
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"Order.WalkToTarget": function() { },
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"Order.Attack": function() { },
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"Order.Stop": function() { },
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"Attacked": function(msg) {
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// Do nothing, because we're dead already
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},
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"Order.LeaveFoundation": function(msg) {
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// We can't walk away from the foundation (since we're dead),
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// but we mustn't block its construction (since the builders would get stuck),
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// and we don't want to trick gatherers into trying to reach us when
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// we're stuck in the middle of a building, so just delete our corpse.
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Engine.DestroyEntity(this.entity);
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},
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},
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"ROAMING": {
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"enter": function() {
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// Walk in a random direction
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