Fsm end transitions now make entity skip to the front of the queue, to prevent situations where they are done with the current state and stay idle waiting to be ticked
For example if the server is struggling, a wolf may stay still for 1s after playing the hurt anim, this fixes that
This doesn't mean the AIs will cost more performance, it means that when if we can only tick 10 out of 100 wolves this frame (budget), we'll prioritize ticking the ones that have nothing to do