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HP update adjustment that should cover a scenario when mob is feared
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@ -1303,7 +1303,7 @@ bool Merc::Process()
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_check_confidence = true;
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}
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if (sendhpupdate_timer.Check()) {
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if (send_hp_update_timer.Check()) {
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SendHPUpdate();
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}
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12
zone/npc.cpp
12
zone/npc.cpp
@ -116,7 +116,7 @@ NPC::NPC(const NPCType* d, Spawn2* in_respawn, const glm::vec4& position, int if
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knightattack_timer(1000),
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assist_timer(AIassistcheck_delay),
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qglobal_purge_timer(30000),
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sendhpupdate_timer(2000),
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send_hp_update_timer(2000),
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enraged_timer(1000),
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taunt_timer(TauntReuseTime * 1000),
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m_SpawnPoint(position),
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@ -745,11 +745,11 @@ bool NPC::Process()
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}
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}
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// we might actually want to reset in this check ... won't until issues arise at least :P
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if (sendhpupdate_timer.Check(false) && (IsTargeted() || (IsPet() && GetOwner() && GetOwner()->IsClient()))) {
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if(!IsFullHP || cur_hp<max_hp){
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SendHPUpdate();
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}
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/**
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* Send HP updates when engaged
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*/
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if (send_hp_update_timer.Check(false) && this->IsEngaged()) {
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SendHPUpdate();
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}
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if(HasVirus()) {
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@ -423,7 +423,7 @@ public:
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void SetHeroForgeModel(uint32 model) { herosforgemodel = model; }
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bool IsRaidTarget() const { return raid_target; };
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void ResetHPUpdateTimer() { sendhpupdate_timer.Start(); }
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void ResetHPUpdateTimer() { send_hp_update_timer.Start(); }
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bool IgnoreDespawn() { return ignore_despawn; }
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@ -456,7 +456,7 @@ protected:
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Timer qglobal_purge_timer;
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bool combat_event; //true if we are in combat, false otherwise
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Timer sendhpupdate_timer;
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Timer send_hp_update_timer;
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Timer enraged_timer;
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Timer *reface_timer;
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