function AI.StartTracking(c,B)if not B.Destroyed then ActiveMobs[B.Instance]=B end end
-- Adds the mob to the ActiveMobs table. This table runs a few times per second and updates follow & jump code for active mobs.
-- Active mobs are unanchored, and anchored back when they're not active (not within follow range of any player)
function AI:StartTracking(Mob)
	if not Mob.Destroyed then
		ActiveMobs[Mob.Instance] = Mob
	end
end
