public void RunawayForPosition(Vector3 position) { if (!GameConfig.IsMultiMode) { foreach (AiObject aiObject in activeAiObjects) { if (aiObject != null && !aiObject.dead) { if (GameConfig.IsMultiMode && !aiObject.IsController) { continue; } Vector3 direction = (aiObject.position - position).normalized; direction = AiUtil.RunawayDirectionCorrect(aiObject, direction); aiObject.speed = aiObject.runSpeed; aiObject.desiredMoveDestination = aiObject.position + direction.normalized * 2; } } } if (GameConfig.IsMultiMode && IsController) { RPCServer(EPacketType.PT_AG_RunawayForPosition, position); } }