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Redoing movement to introduce proper rotation
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@@ -188,10 +188,6 @@ bool Client::Process() {
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if (IsStunned() && stunned_timer.Check())
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Mob::UnStun();
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if (!m_CheatDetectMoved) {
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m_TimeSinceLastPositionCheck = Timer::GetCurrentTime();
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}
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if (bardsong_timer.Check() && bardsong != 0) {
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//NOTE: this is kinda a heavy-handed check to make sure the mob still exists before
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//doing the next pulse on them...
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@@ -412,31 +408,6 @@ bool Client::Process() {
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}
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}
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if (position_timer.Check()) {
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if (IsAIControlled())
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{
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if (!IsMoving())
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{
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animation = 0;
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m_Delta = glm::vec4(0.0f, 0.0f, 0.0f, m_Delta.w);
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SendPositionUpdate(true);
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}
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}
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// Send a position packet every 8 seconds - if not done, other clients
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// see this char disappear after 10-12 seconds of inactivity
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if (position_timer_counter >= 36) { // Approx. 4 ticks per second
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entity_list.SendPositionUpdates(this, pLastUpdateWZ, RuleI(Range, MobPositionUpdates), GetTarget(), true);
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pLastUpdate = Timer::GetCurrentTime();
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pLastUpdateWZ = pLastUpdate;
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position_timer_counter = 0;
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}
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else {
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pLastUpdate = Timer::GetCurrentTime();
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position_timer_counter++;
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}
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}
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if (HasVirus()) {
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if (viral_timer.Check()) {
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viral_timer_counter++;
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