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fix: enemies on path not resetting aggro radius correctly (#2015)
tested that aggro is reset correctly and enemies no longer infinitely path to players. Tether now properly calculates the time to tether instead of guessing
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@@ -241,6 +241,10 @@ public:
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void SetStartingPosition(const NiPoint3& pos) { m_StartPosition = pos; }
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bool GetOutOfCombat() const { return m_OutOfCombat; }
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bool GetIsTethering() const { return m_TetherEffectActive; }
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private:
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/**
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* Returns the current target or the target that currently is the largest threat to this entity
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