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[Feature] Allow any spawn2 spawned mob to path while zone is idle if new flag is set. (#1339)
* Changes to allow any spawn2 to be marked to path even when zone is idle * Fixed for Kingly review of PR Co-authored-by: Noudess <noudess@gmail.com>
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+8
-6
@@ -517,13 +517,15 @@ void EntityList::MobProcess()
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mob_settle_timer->Disable();
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}
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Spawn2* s2 = mob->CastToNPC()->respawn2;
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// Perform normal mob processing if any of these are true:
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// -- zone is not empty
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// -- a quest has turned it on for this zone while zone is idle
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// -- the entity's spawn2 point is marked as path_while_zone_idle
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// -- the zone is newly empty and we're allowing mobs to settle
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if (zone->process_mobs_while_empty || numclients > 0 ||
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mob->GetWanderType() == 4 || mob->GetWanderType() == 6 ||
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mob_settle_timer->Enabled()) {
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// Normal processing, or assuring that spawns that should
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// path and depop do that. Otherwise all of these type mobs
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// will be up and at starting positions, or waiting at the zoneline
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// if they chased the PCs when idle zone wakes up.
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(s2 && s2->PathWhenZoneIdle()) || mob_settle_timer->Enabled()) {
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mob_dead = !mob->Process();
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}
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else {
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