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Nuke PET_SLUMBER since they're wrong
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@@ -10195,44 +10195,6 @@ void Client::Handle_OP_PetCommands(const EQApplicationPacket *app)
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}
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break;
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}
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case PET_SLUMBER: {
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if (mypet->IsFeared()) break; //could be exploited like PET_BACKOFF
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if (mypet->GetPetType() != petAnimation) {
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// Needs to have an IsSleeping() check added and this case should toggle on/off
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mypet->Say_StringID(MT_PetResponse, PET_SIT_STRING);
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mypet->SetPetOrder(SPO_Sit);
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mypet->SetRunAnimSpeed(0);
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if (!mypet->UseBardSpellLogic()) //maybe we can have a bard pet
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mypet->InterruptSpell(); //No cast 4 u. //i guess the pet should start casting
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mypet->SendAppearancePacket(AT_Anim, ANIM_DEATH);
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}
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break;
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}
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case PET_SLUMBER_ON: {
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if (mypet->IsFeared()) break; //could be exploited like PET_BACKOFF
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if (mypet->GetPetType() != petAnimation) {
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mypet->Say_StringID(MT_PetResponse, PET_SIT_STRING);
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mypet->SetPetOrder(SPO_Sit);
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mypet->SetRunAnimSpeed(0);
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if (!mypet->UseBardSpellLogic()) //maybe we can have a bard pet
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mypet->InterruptSpell(); //No cast 4 u. //i guess the pet should start casting
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mypet->SendAppearancePacket(AT_Anim, ANIM_DEATH);
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}
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break;
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}
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case PET_SLUMBER_OFF: {
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if (mypet->IsFeared()) break; //could be exploited like PET_BACKOFF
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if (mypet->GetPetType() != petAnimation) {
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mypet->Say_StringID(MT_PetResponse, PET_SIT_STRING);
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mypet->SetPetOrder(SPO_Follow);
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mypet->SetRunAnimSpeed(mypet->GetBaseRunspeed());
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mypet->SendAppearancePacket(AT_Anim, ANIM_STAND);
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}
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break;
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}
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case PET_HOLD: {
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if (GetAA(aaPetDiscipline) && mypet->IsNPC()) {
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if (mypet->IsFeared())
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