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Added proximity check for feared clients
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@ -161,6 +161,7 @@ RULE_BOOL(Character, DismountWater, true, "Dismount horses when entering water")
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RULE_BOOL(Character, UseNoJunkFishing, false, "Disregards junk items when fishing")
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RULE_BOOL(Character, SoftDeletes, true, "When characters are deleted in character select, they are only soft deleted")
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RULE_INT(Character, DefaultGuild, 0, "If not 0, new characters placed into the guild # indicated")
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RULE_BOOL(Character, ProcessFearedProximity, true, "Processes proximity checks when feared")
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RULE_CATEGORY_END()
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RULE_CATEGORY(Mercs)
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@ -747,6 +747,13 @@ void Client::AI_Process()
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RunTo(m_FearWalkTarget.x, m_FearWalkTarget.y, m_FearWalkTarget.z);
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}
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}
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if (RuleB(Character, ProcessFearedProximity) && proximity_timer.Check()) {
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entity_list.ProcessMove(this, glm::vec3(GetX(), GetY(), GetZ()));
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if (RuleB(TaskSystem, EnableTaskSystem) && RuleB(TaskSystem, EnableTaskProximity))
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ProcessTaskProximities(GetX(), GetY(), GetZ());
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m_Proximity = glm::vec3(GetX(), GetY(), GetZ());
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}
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return;
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}
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