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
This commit is contained in:
David Markowitz
2026-07-17 23:05:17 -07:00
committed by GitHub
parent 35337291fa
commit 8f2004c9a3
4 changed files with 56 additions and 16 deletions

View File

@@ -241,6 +241,10 @@ public:
void SetStartingPosition(const NiPoint3& pos) { m_StartPosition = pos; }
bool GetOutOfCombat() const { return m_OutOfCombat; }
bool GetIsTethering() const { return m_TetherEffectActive; }
private:
/**
* Returns the current target or the target that currently is the largest threat to this entity