Proper entity destruction in non-ticking chunks
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@@ -221,7 +221,7 @@ void cPawn::ClearEntityEffects()
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void cPawn::NoLongerTargetingMe(cMonster * a_Monster)
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{
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ASSERT(!IsDestroyed()); // Our destroy override is supposed to clear all targets before we're destroyed.
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ASSERT(IsTicking()); // Our destroy override is supposed to clear all targets before we're destroyed.
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for (auto i = m_TargetingMe.begin(); i != m_TargetingMe.end(); ++i)
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{
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cMonster * Monster = *i;
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@@ -241,7 +241,7 @@ void cPawn::NoLongerTargetingMe(cMonster * a_Monster)
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void cPawn::TargetingMe(cMonster * a_Monster)
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{
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ASSERT(!IsDestroyed());
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ASSERT(IsTicking());
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ASSERT(m_TargetingMe.size() < 10000);
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ASSERT(a_Monster->GetTarget() == this);
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m_TargetingMe.push_back(a_Monster);
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