I haven't messed with timers before so make sure the code is okay.
(You can set Cleo's multiplier to 0.2 for example to make it easier to see when it's in effect.)
We need to check BuildingAI for the siege tower. The timer is more complicated there. We have two options, to either add in a lastAttacked variable to figure out the exact timing, or just use some approximation.
We can't use the prepare time because the siege tower normally shoots continuously (even when moving) and this would introduce a 1.2s delay every time it entered or left Cleo's aura.
In this patch I used an offset of zero. But thinking about it more, I guess on average we're somewhere in the middle of the timer interval so maybe `attackTimers.repeat / roundCount / 2` would be better.