protected internal override void OnResurrect() { base.OnResurrect(); StopDecayTimer(); UnitFlags &= ~UnitFlags.SelectableNotAttackable; MarkUpdate(UnitFields.DYNAMIC_FLAGS); if (m_spawnPoint != null) { // add back to pool's AIGroup m_spawnPoint.Pool.SpawnedObjects.Add(this); } m_brain.IsRunning = true; m_brain.EnterDefaultState(); m_brain.OnActivate(); m_entry.NotifyActivated(this); }