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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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@@ -209,6 +209,13 @@ public:
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*/
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static float GetBaseSpeed(LOT lot);
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/**
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* Returns the total distance remaining along the current path, following the
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* interpolated waypoints from the entity's current position to the final destination.
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* @return the total remaining path distance in world units
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*/
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float GetRemainingPathDistance() const;
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bool IsPaused() const { return m_Paused; }
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bool OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo);
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