void FollowPath() { if (m_updatePathRate <= 0 || !m_entity.FollowingPath) { if (m_waypointTracker.Target != null) { if (m_entity.LockedNode != null) { m_entity.LockedNode.Resident = null; m_entity.LockedNode = null; } m_entity.ServerCalculatePath(new Vector2(m_waypointTracker.GridPosition.x + XOffset, m_waypointTracker.GridPosition.y)); m_updatePathRate = GameDataManager.instance.GlobalConfig.m_pathUpdateRate; } } }