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Move to shared pointer
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@@ -193,7 +193,7 @@ void SkillComponent::Reset() {
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void SkillComponent::Interrupt() {
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// TODO: need to check immunities on the destroyable component, but they aren't implemented
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auto* combat = m_OwningEntity->GetComponent<BaseCombatAIComponent>();
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auto combat = m_OwningEntity->GetComponent<BaseCombatAIComponent>();
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if (combat != nullptr && combat->GetStunImmune()) return;
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for (const auto& behavior : this->m_managedBehaviors) {
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