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Change how tics happen, support for v2 .nav files
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+1
-1
@@ -55,7 +55,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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Teleport(current.position);
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}
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TrySnapToMap();
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//TrySnapToMap();
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}
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return current.position;
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@@ -3362,7 +3362,7 @@ void Mob::BuffProcess()
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{
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--buffs[buffs_i].ticsremaining;
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if ((buffs[buffs_i].ticsremaining == 0 && !(IsShortDurationBuff(buffs[buffs_i].spellid) || IsBardSong(buffs[buffs_i].spellid))) || buffs[buffs_i].ticsremaining < 0) {
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if (buffs[buffs_i].ticsremaining < 0) {
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Log.Out(Logs::Detail, Logs::Spells, "Buff %d in slot %d has expired. Fading.", buffs[buffs_i].spellid, buffs_i);
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BuffFadeBySlot(buffs_i);
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}
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+1
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@@ -667,7 +667,7 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
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}
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//fix up pathing Z
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if(!NPCFlyMode && checkZ && zone->HasMap() && RuleB(Map, FixPathingZWhenMoving)) {
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if(!NPCFlyMode && checkZ && !zone->pathing.Loaded() && zone->HasMap() && RuleB(Map, FixPathingZWhenMoving)) {
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if(!RuleB(Watermap, CheckForWaterWhenMoving) || !zone->HasWaterMap() ||
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(zone->HasWaterMap() && !zone->watermap->InWater(glm::vec3(m_Position))))
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