package methods // ======================================================================== // Hostile-AI engagement contracts (build 4229938). // // These four packets flip a server-spawned agent out of the client's idle // behaviour-tree state so it locks, fights and reacts to the player instead of // standing still. Without them an agent spawned through SyncRaidBattleUnitAgent // exists as a battle unit but never engages, which is what makes it look inert // even though every combat field on the spawn itself is already correct. // // Field ORDER is the wire. All four shapes are copied verbatim from the // LY-3.3 reference server, which states they were checked against the 4229938 // client Lua readers; they are also the only shapes that reference server ever // shipped in a build where the enemy actually fought back. // // SyncUnitLockTarget 68009754 entityId u64, targetId u64 // SyncEnemyFightEdict 68882858 uid u64, isGive bool // SyncEnemyDisarmState 68202623 id u64, isDisarmed bool (false = keep weapon) // (SyncEnemyDetect 68738976 see Methods/Game/EnemyEngageMethods.cs) // // All four are Inline: the client reads them as flat argument lists, so no // complex-object header is written. // ======================================================================== // SyncUnitLockTarget(68009754) — makes the enemy target the player unit. // SyncEnemyFightEdict(68882858) — gives the enemy the fight edict (enter combat). // // SyncEnemyDisarmState(68202623) — isDisarmed=false keeps the enemy's weapon visible // and its attack behaviour available. //