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Repair so that mobs that are fleeing or feared use FixZ.
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@ -154,7 +154,8 @@ void Mob::CalculateNewFearpoint()
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int loop = 0;
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float ranx, rany, ranz;
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currently_fleeing = false;
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currently_fleeing = true;
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while (loop < 100) //Max 100 tries
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{
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int ran = 250 - (loop*2);
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@ -167,11 +168,13 @@ void Mob::CalculateNewFearpoint()
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float fdist = ranz - GetZ();
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if (fdist >= -12 && fdist <= 12 && CheckCoordLosNoZLeaps(GetX(),GetY(),GetZ(),ranx,rany,ranz))
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{
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currently_fleeing = true;
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break;
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}
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}
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if (currently_fleeing)
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m_FearWalkTarget = glm::vec3(ranx, rany, ranz);
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if (loop <= 100)
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{
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m_FearWalkTarget = glm::vec3(ranx, rany, ranz);
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}
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}
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@ -495,7 +495,8 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
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m_Position.y = new_y;
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m_Position.z = new_z;
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if(fix_z_timer.Check() && !this->IsEngaged())
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if(fix_z_timer.Check() &&
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(!this->IsEngaged() || flee_mode || currently_fleeing))
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this->FixZ();
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tar_ndx++;
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@ -1129,4 +1130,4 @@ void NPC::SaveGuardSpotCharm()
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void NPC::RestoreGuardSpotCharm()
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{
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m_GuardPoint = m_GuardPointSaved;
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}
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}
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