public void LeaveCombat() { if (IsInCombat) { IsInCombat = false; _Owner.EvtInterface.Notify(EventName.OnLeaveCombat, _Owner, null); UnitOwner.ClearTrackedDamage(); // We are clearing aggros from NPC leaving combat // UnitOwner.AiInterface.CurrentBrain.Aggros.Clear(); UnitOwner.DispatchUpdateState((byte)StateOpcode.Combat, 0, 0); } IsAttacking = false; // Clearing heal hate on combat leave if (CreditedPlayer != null) { CreditedPlayer.HealAggros = new System.Collections.Generic.Dictionary <ushort, AggroInfo>(); } }