Ok one last time just removing the action_state = 0 since it seems to cause the runaway.. npc's will not stop action_state when you hail/interact them because of this.
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@ -3852,7 +3852,7 @@ void Spawn::FaceTarget(Spawn* target, bool disable_action_state){
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((NPC*)this)->StartRunback();
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((NPC*)this)->StartRunback();
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((NPC*)this)->PauseMovement(30000);
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((NPC*)this)->PauseMovement(30000);
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}
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}
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SetTempActionState(0);
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//SetTempActionState(0);
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}
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}
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}
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}
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}
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}
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