private void SetBehaviour(BaseNpc.Behaviour behaviour) { if (entity.CurrentBehaviour != behaviour) { entity.CurrentBehaviour = behaviour; } }
internal void SetState(BaseNpc.Behaviour state) { if (state != BaseNpc.Behaviour.Sleep && entity.IsSleeping) { entity.SetAiFlag(BaseNpc.AiFlags.Sleeping, false); } if (entity.CurrentBehaviour != state) { entity.CurrentBehaviour = state; } }