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/// Replace all the method with our custom <see cref="EvaluatePriority(PrisonPredatorSwimToPlayer, Creature, float)" />
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///
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/// Original method does hardcode Player.main usage and doesn't use any "GameObject" or Target abstraction as in other <see cref="CreatureAction"/>
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/// So we need to rewrite <see cref="PrisonPredatorSwimToPlayer.Evaluate(Creature, float)"/> to use the same logic as <see cref="PrisonPredatorSwimToPlayer.Perform(Creature, float, float)"/>"/>
/// Replace all the method with our custom <see cref="Perform(PrisonPredatorSwimToPlayer, Creature, float)"/>
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///
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/// Original method does hardcode Player.main usage and doesn't use any "GameObject" or Target abstraction as in other <see cref="CreatureAction"/>
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/// So we need to rewrite <see cref="PrisonPredatorSwimToPlayer.Evaluate(Creature, float)"/> to use the same logic as <see cref="PrisonPredatorSwimToPlayer.Perform(Creature, float)"/>"/>
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