/// <summary>
 /// Removes any enemies that have been flagged as not alive
 /// </summary>
 void CleanupEnemies()
 {
     for (int i = 0; i < gameEnemies.Length; ++i)
     {
         if (gameEnemies[i].activeInHierarchy && !gameEnemies[i].GetComponent <Enemy>().Alive)
         {
             //Remove enemy from big list of enemies
             zoneEnemies.Remove(gameEnemies[i]);
             if (currentEncounterType == Encounter.SpecialEncounters.PrincessRescue && zoneEnemies.Count == 0)
             {
                 //Tell the princess that she's saved
                 GameObject.Find("Princess").GetComponent <Princess>().SavePrincess();
             }
             //Remove from list of interactive NPCs
             for (int j = 0; j < textMan.InteractiveNPCs.Length; ++j)
             {
                 if (textMan.InteractiveNPCs[j] == gameEnemies[i])
                 {
                     textMan.InteractiveNPCs[j] = null;
                 }
             }
             //Remove enemy from list of encounter enemies if it's there
             if (encounterEnemies.Contains(gameEnemies[i]))
             {
                 encounterEnemies.Remove(gameEnemies[i]);
             }
             //Remove enemy from array of enemies surrounding the player if it's there
             for (int j = 0; j < 6; ++j)
             {
                 if (surroundingGridOccupants[j] == gameEnemies[i])
                 {
                     surroundingGridOccupants[j] = null;
                 }
             }
             //Check to see if any encounter enemies had it as their attack target
             Enemy e;
             for (int j = 0; j < encounterEnemies.Count; ++j)
             {
                 e = encounterEnemies[j].GetComponent <Enemy>();
                 if (e.AttackTarget == gameEnemies[i])
                 {
                     e.AttackTarget = null;
                     e.AttackTarget = GetNewAttackTarget(e.faction);
                 }
             }
             //Destroy gameobject
             //Destroy(gameEnemies[i]);//DEPRECATED -- Now we're just setting to inactive so that the enemy can respawn on death
             //Tell the flag manager whether or not the enemy was a human
             flags.EnemyKilled(gameEnemies[i].GetComponent <Enemy>().faction == Enemy.EnemyFaction.Human);
             //Set to null
             //gameEnemies[i] = null;//Again, only doing inactive stuff now
             gameEnemies[i].SetActive(false);
         }
     }
 }