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Better flee runspeed calculation.
Added two new NPC special_abilities, ALWAYS_FLEE and FLEE_PERCENT. Fixed an issue where a NPC could get stuck on a single coord in a rectangular roambox. Added mindelay to spawngroup to allow for greater control of the roambox delay. SQL is required.
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+3
-2
@@ -265,8 +265,8 @@ public:
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inline bool IsGuarding() const { return(guard_heading != 0); }
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void SaveGuardSpotCharm();
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void RestoreGuardSpotCharm();
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void AI_SetRoambox(float iDist, float iRoamDist, uint32 iDelay = 2500);
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void AI_SetRoambox(float iDist, float iMaxX, float iMinX, float iMaxY, float iMinY, uint32 iDelay = 2500);
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void AI_SetRoambox(float iDist, float iRoamDist, uint32 iDelay = 2500, uint32 iMinDelay = 2500);
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void AI_SetRoambox(float iDist, float iMaxX, float iMinX, float iMaxY, float iMinY, uint32 iDelay = 2500, uint32 iMinDelay = 2500);
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//mercenary stuff
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void LoadMercTypes();
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@@ -430,6 +430,7 @@ protected:
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float roambox_movingto_x;
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float roambox_movingto_y;
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uint32 roambox_delay;
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uint32 roambox_min_delay;
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uint16 skills[HIGHEST_SKILL+1];
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uint32 equipment[MAX_WORN_INVENTORY]; //this is an array of item IDs
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