Thank you for this example

. I added some parameter to this example .
question : How can i delete enemy in this line (???)
I was wrote command for runaway from player , i think it is wrong .
action enemy()
{
var anim_status ;
anim_status = 3*time_step;
if (anim_status > 100) anim_status -= 100;
my.Ehealth= 50;
my.status = STATUS_IDLE;
while(me)
{
switch(my.status)
{
case STATUS_IDLE: //wait until i see player
if(c_trace(me.x,player.x,IGNORE_PASSABLE))
my.status = STATUS_WALK;
break;
case STATUS_WALK: //walk to player
if(vec_dist(my.x,player.x) < 128) // we are close enough to attack him
my.status = STATUS_ATTACK;
VECTOR temp;
vec_set(temp,player.x);
vec_sub(temp,my.x);
vec_to_angle(temp,temp);
my.pan = temp.x; //Turn to player
c_move(me,vector(5 * time_step,0,0),nullvector,GLIDE | IGNORE_PASSABLE); //walk to player
break;
case STATUS_ATTACK: //Ok, now attack player
ent_animate(me,"attack",anim_status,ANM_CYCLE);
player.health -= 5; //5 DMG per hit
if(vec_dist(me.x,player.x) > 192) //Enemy lost player
my.status = STATUS_IDLE;
int a = random(3);
if(my.Ehealth < 10 && vec_dist(me.x,player.x) < 50 && player.health > 50 && a = 2)
my.status = STATUS_RUNAWAY ;
if(Ehealth < 1);
my.status = STATUS_DIE;
break;
case STATUS_RUNAWAY :
ent_animate(me,"run",anim_status,ANM_CYCLE);
my.pan = -(temp);
c_move(me,vector(5 * time_step,0,0),nullvector,GLIDE | IGNORE_PASSABLE);
if(me.x > player.x+150 && player.pan != enemy.pan)
???
break;
case STATUS_DIE :
ent_animate(me,"die",anim_status,ANM_CYCLE);
media_play("die_m.mp3",NULL,70);
???
break;
}
wait(1);
}
}