fix: enemy fall out of map
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			@ -254,6 +254,11 @@ export default class EnemyAI extends StateMachineAI implements BattlerAI {
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            this.bleedStat.position = this.poisonStat.position.clone().add(new Vec2(30, 0));
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            this.bleedStat.visible = this.bleedCounter > 0;
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        }
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        if (this.owner.position.y > this.tilemap.getDimensions().y * this.tilemap.getTileSize().y) {
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            this.CURRENT_HP = -1;
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            this.emitter.fireEvent(Player_Events.ENEMY_KILLED, {owner: this.owner.id, ai:this});
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        }
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    }
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}
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			@ -9,10 +9,6 @@ export default class Alert extends EnemyState {
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    }
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    update(deltaT: number): void {
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        if(!this.canWalk()){
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            this.parent.direction *= -1;
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        }
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        let position = this.parent.getPlayerPosition();
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        if (position) {
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            this.parent.velocity.x = this.parent.maxSpeed * Math.sign(position.x - this.owner.position.x);
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			@ -22,7 +18,12 @@ export default class Alert extends EnemyState {
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            this.finished(EnemyStates.PATROL);
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        }
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        (<Sprite>this.owner).invertX = this.parent.velocity.x > 0 ? true : false ;
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        this.parent.direction = this.parent.velocity.x >= 0 ? 1 : -1;
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        if (!this.canWalk()) {
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            this.parent.velocity.x = 0;
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        }
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        (<Sprite>this.owner).invertX = this.parent.direction === 1 ? true : false ;
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        super.update(deltaT);
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    }
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