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FindTarget kept returning the current target while it stayed inside the tether radius, even after it died, so enemies stood over dead players (most visible in long respawn areas like the Battle of Nimbus Station) and pet or summon AI hovered over enemies playing their death animation. A dead current target now loses its threat and a new target is picked, and dead entities are skipped both as proximity candidates and as threat entries. Players who respawn are picked up again through the usual proximity and threat paths. Verified by building WorldServer and the test suite; needs an in-game check (die to an enemy, the enemy should return to idle or pick another player). Fixes #1428 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
26 KiB
26 KiB