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synced 2026-05-22 12:18:27 +00:00
Pathing is essentially fully functional now, still could use improvements here and there
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+2
-13
@@ -415,15 +415,8 @@ Mob::Mob(const char* in_name,
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m_TargetRing = glm::vec3();
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flymode = FlyMode3;
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// Pathing
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PathingLOSState = UnknownLOS;
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PathingLoopCount = 0;
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PathingLastNodeVisited = -1;
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PathingLOSCheckTimer = new Timer(RuleI(Pathing, LOSCheckFrequency));
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PathingRouteUpdateTimerShort = new Timer(RuleI(Pathing, RouteUpdateFrequencyShort));
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PathingRouteUpdateTimerLong = new Timer(RuleI(Pathing, RouteUpdateFrequencyLong));
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DistractedFromGrid = false;
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PathingTraversedNodes = 0;
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hate_list.SetHateOwner(this);
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m_AllowBeneficial = false;
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@@ -469,9 +462,6 @@ Mob::~Mob()
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entity_list.DestroyTempPets(this);
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}
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entity_list.UnMarkNPC(GetID());
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safe_delete(PathingLOSCheckTimer);
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safe_delete(PathingRouteUpdateTimerShort);
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safe_delete(PathingRouteUpdateTimerLong);
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UninitializeBuffSlots();
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}
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@@ -1564,8 +1554,7 @@ void Mob::ShowBuffList(Client* client) {
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}
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void Mob::GMMove(float x, float y, float z, float heading, bool SendUpdate) {
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Route.clear();
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m_pathing_route = PathfindingRoute();
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if(IsNPC()) {
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entity_list.ProcessMove(CastToNPC(), x, y, z);
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