FLEE & ALREADY MOVING
Fleeing now checks that you’re still in the room where you started your escape and that the chosen exit still belongs to that room. If you’re moved elsewhere while the attempt is underway, it cancels instead of potentially sending you through an exit from your previous location. Interrupted attempts also properly clear movement state if the route disappears during movement checks.
This should prevent some of the wonky things that happen when someone flees, is grappled, and moved, or some how moves in a non-flee way while also fleeing, due to the 2 second delay and suspends involved.
Fleeing now checks that you’re still in the room where you started your escape and that the chosen exit still belongs to that room. If you’re moved elsewhere while the attempt is underway, it cancels instead of potentially sending you through an exit from your previous location. Interrupted attempts also properly clear movement state if the route disappears during movement checks.
This should prevent some of the wonky things that happen when someone flees, is grappled, and moved, or some how moves in a non-flee way while also fleeing, due to the 2 second delay and suspends involved.