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>();
            }
        }