When giving a queued order to a formation that was tasked to do some task from >10 m distance, the entities are first informed that they are kept busy by the formation (`ResetFinishedOrder`) in the walking state. When given the order within 10 m, that function is not called, thus the formation in the `MEMBER`-state thinks that all of its entities have finished their orders, thus going idle instead of waiting to finish their jobs.
This diff puts a `ResetFinishedOrder`-call in the `enter`-function of the `MEMBER`-state such that all orders causing the formation to enter this state will wait for its members to finish their tasks.