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Don't count the actor we're following as siding with us if we're in combat with them but they aren't in combat with us
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@ -2090,6 +2090,10 @@ namespace MWMechanics
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if (ally.getClass().getCreatureStats(ally).getAiSequence().getCombatTargets(enemies)
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if (ally.getClass().getCreatureStats(ally).getAiSequence().getCombatTargets(enemies)
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&& std::find(enemies.begin(), enemies.end(), actorPtr) != enemies.end())
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&& std::find(enemies.begin(), enemies.end(), actorPtr) != enemies.end())
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break;
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break;
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enemies.clear();
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if (actorPtr.getClass().getCreatureStats(actorPtr).getAiSequence().getCombatTargets(enemies)
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&& std::find(enemies.begin(), enemies.end(), ally) != enemies.end())
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break;
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}
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}
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list.push_back(package->getTarget());
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list.push_back(package->getTarget());
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}
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}
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