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Fix for aberrant bot animations when using ^summon (i.e., swimming in air)
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@ -1,5 +1,14 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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== 02/27/2017 ==
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Uleat: Notes on bot movement speed changes:
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- Clients (players) appear to be on a different speed scale than other entities (NPCs, etc...)
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- The server does not calculate deltas/velocities for moving players..those come the client itself
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- GetBotWalkspeed() and GetBotRunspeed() are specific to bot movement calculations
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- The class Mob equivilents are not scalared so that a 'client-oriented' value can still be attained
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- The value of ~1.786f is derived from the ratio of 1.25f/0.7f (npc speed/client speed)
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- Modifying the two speeds like this is a rough guess-timate..but, appears to at least bring the incongruous behavior to acceptable levels
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== 02/26/2017 ==
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Uleat: Moved bot `npc_spells` entries from '701-712' to 3000 + <class_id> .. also, added melee types for future expansion
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Uleat: Moved bot spell casting chance values into database - this will allow admins to tailor their bots without having to rebuild server code
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@ -5151,6 +5151,7 @@ void bot_subcommand_bot_summon(Client *c, const Seperator *sep)
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bot_iter->WipeHateList();
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bot_iter->SetTarget(bot_iter->GetBotOwner());
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bot_iter->Warp(glm::vec3(c->GetPosition()));
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bot_iter->DoAnim(0);
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if (!bot_iter->HasPet())
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continue;
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