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Fixed issues with Z correctness when NPCs are pathing on normal grids
Fixed issues with Z correctness when NPCs are engaged with players following NPC corpses should fall into the ground far less
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@@ -991,6 +991,9 @@ void Mob::AI_Process() {
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if (engaged) {
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if (moving && fix_z_timer_engaged.Check())
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this->FixZ();
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if (!(m_PlayerState & static_cast<uint32>(PlayerState::Aggressive)))
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SendAddPlayerState(PlayerState::Aggressive);
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// we are prevented from getting here if we are blind and don't have a target in range
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