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Resolving glitchy/choppy mob pathing issues
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@ -1563,14 +1563,13 @@ void NPC::AI_DoMovement() {
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if (m_CurrentWayPoint.x == GetX() && m_CurrentWayPoint.y == GetY())
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if (m_CurrentWayPoint.x == GetX() && m_CurrentWayPoint.y == GetY())
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{ // are we there yet? then stop
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{ // are we there yet? then stop
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Log.Out(Logs::Detail, Logs::AI, "We have reached waypoint %d (%.3f,%.3f,%.3f) on grid %d", cur_wp, GetX(), GetY(), GetZ(), GetGrid());
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Log.Out(Logs::Detail, Logs::AI, "We have reached waypoint %d (%.3f,%.3f,%.3f) on grid %d", cur_wp, GetX(), GetY(), GetZ(), GetGrid());
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if (cur_wp_pause != 0) {
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SetWaypointPause();
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SetWaypointPause();
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SetAppearance(eaStanding, false);
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SetAppearance(eaStanding, false);
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SetMoving(false);
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SetMoving(false);
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if (m_CurrentWayPoint.w >= 0.0) {
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if (m_CurrentWayPoint.w >= 0.0) {
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SetHeading(m_CurrentWayPoint.w);
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SetHeading(m_CurrentWayPoint.w);
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}
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}
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}
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SendPosition();
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SendPosition();
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