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Find a way to store information about the player's state (afraid or not) <I'd use IExtendedEntityProperties>, then if the player is afraid, for the duration of the effect every update tick move the player in a random direction. The player may still have a little control, but it probably won't feel like it.

 

I'm sure there's a way to intercept the player's movement commands as well and completely remove player control, but I'm not sure how to do that off the top of my head.

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