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Probably relevant note, there is the MC_NPC_PICK_TARGET callback that runs after the whole target selection is completed, provides the npc and the target that the game chose, and allows returning a different entity to change the target.
It can't do the "invalidate a player as a valid target" thing (apart from just returning a different target yourself), which would probably require patching into the spot where the game decides whether or not a given player is a valid target, so that it could go on to choose a different target? Though there's also stuff like familiars or other enemies being selected as the target to take into account.
passes npc and player, return false to invalidate a player as a valid target
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