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				|  | @ -12,7 +12,7 @@ public partial class DynamicDoorSwitch : StaticBody2D | |||
|     public string MapStateKey { get; set; } | ||||
| 
 | ||||
|     [Export] | ||||
|     public Godot.Collections.Array<NodePath> VisibleOnToggle { get; set; } = new(); | ||||
|     public Godot.Collections.Array<NodePath> VisibleOnToggle { get; set; } | ||||
| 
 | ||||
|     private AnimationPlayer _animPlayer; | ||||
| 
 | ||||
|  |  | |||
											
												
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								|  | @ -57,11 +57,6 @@ public partial class PursueState : ThinkerState | |||
| 
 | ||||
|     public override ThinkerState PhysicsProcess(double delta) | ||||
|     { | ||||
|         //if (!NavigationAgent.IsTargetReachable()) | ||||
|         //{ | ||||
|         //    return PassiveState ?? base.PhysicsProcess(delta); | ||||
|         //} | ||||
| 
 | ||||
|         var navPos = NavigationAgent.GetNextPathPosition(); | ||||
|         NPC.Direction = NPC.GlobalPosition.DirectionTo(navPos); | ||||
| 
 | ||||
|  |  | |||
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