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Switched out our kinda juryrigged vector types for glm::vec types since we use that as a 3d math library already but never switched out the types
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@@ -1072,7 +1072,7 @@ XS(XS_Client_SetBindPoint)
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new_z = (float)SvNV(ST(5));
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}
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THIS->SetBindPoint(to_zone, to_instance, xyz_location(new_x, new_y, new_z));
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THIS->SetBindPoint(to_zone, to_instance, glm::vec3(new_x, new_y, new_z));
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}
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XSRETURN_EMPTY;
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}
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@@ -5963,7 +5963,7 @@ XS(XS_Client_SilentMessage)
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Perl_croak(aTHX_ "THIS is NULL, avoiding crash.");
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if(THIS->GetTarget() != NULL){
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if(THIS->GetTarget()->IsNPC()){
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if (ComparativeDistanceNoZ(THIS->GetPosition(), THIS->GetTarget()->GetPosition()) <= 200) {
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if (DistanceSquaredNoZ(THIS->GetPosition(), THIS->GetTarget()->GetPosition()) <= 200) {
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if(THIS->GetTarget()->CastToNPC()->IsMoving() && !THIS->GetTarget()->CastToNPC()->IsOnHatelist(THIS->GetTarget()))
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THIS->GetTarget()->CastToNPC()->PauseWandering(RuleI(NPC, SayPauseTimeInSec));
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THIS->ChannelMessageReceived(8, 0, 100, SvPV_nolen(ST(1)));
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