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Move the extra appearance packet guard to SetAppearance
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+4
-10
@@ -1676,8 +1676,7 @@ void NPC::AI_DoMovement() {
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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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if (GetAppearance() != eaStanding)
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SetAppearance(eaStanding, false);
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SetAppearance(eaStanding, false);
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SetMoving(false);
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if (m_CurrentWayPoint.w >= 0.0) {
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SetHeading(m_CurrentWayPoint.w);
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@@ -1728,8 +1727,7 @@ void NPC::AI_DoMovement() {
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SetGrid( 0 - GetGrid()); // revert to AI control
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Log.Out(Logs::Detail, Logs::Pathing, "Quest pathing is finished. Resuming on grid %d", GetGrid());
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if(GetAppearance() != eaStanding)
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SetAppearance(eaStanding, false);
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SetAppearance(eaStanding, false);
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CalculateNewWaypoint();
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}
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@@ -1817,8 +1815,7 @@ void NPC::AI_SetupNextWaypoint() {
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cur_wp = 0;
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}
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if (GetAppearance() != eaStanding)
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SetAppearance(eaStanding, false);
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SetAppearance(eaStanding, false);
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entity_list.OpenDoorsNear(CastToNPC());
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@@ -1845,10 +1842,7 @@ void Mob::AI_Event_Engaged(Mob* attacker, bool iYellForHelp) {
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if (!IsAIControlled())
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return;
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if(GetAppearance() != eaStanding)
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{
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SetAppearance(eaStanding);
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}
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SetAppearance(eaStanding);
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if (iYellForHelp) {
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if(IsPet()) {
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