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If you've problems with him searching through hiding spots, try the perk that makes you invisible in those, as enemies shouldn't be able to search your hiding spot, unless they know you're in there.
If you are hiding the pusher never stands next to you, he just roams when he exits the elevator. So it does not seem to be the same code (don't know about the clone, never tried it)
I never said, that the Pusher checks hiding spots. What i mean is, that they go into search mode, however it is coded for each respective enemy.
A Clone for example, when in search mode, will occasionally stop and look around, the blind guy will run towards the last position of where he heard something and punch around, before resting for a moment and most other characters (including Coyle and Gooseberry) will run towards the last known position of a player, search the vicinity and randomly check a single hiding spot, before retourning to their patrolling behavior.
Doesn't the Pusher search mode also make him run towards the last position of the player? Why doesn't he go straight to hiding spots just like the prime assets now?
Still, even if it's coded that way (exiting the elevator in search mode) I don't think it was intended for them to make a beeline to the player's hiding spot from 5 miles away, they are too lazy to tweak the code? It doesn't make any sense for them to go EXACTLY where you are hiding, right up your a$$. They should just get near and start patrolling at a certain distance.
Another example, you mean that if the Blind guy exited the elevator instead of a prime asset, they'd go right where you are even though you didn't even make a sound, just because they spawned in "search mode"? You can clearly see why this shouldn't be coded that way.
And now i actually think that the AI behavior is a good one.
Cheers.