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MoveTo while saving guard position no longer hops.
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+3
-3
@@ -954,7 +954,8 @@ public:
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void SendTo(float new_x, float new_y, float new_z);
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void SendToFixZ(float new_x, float new_y, float new_z);
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float GetZOffset() const;
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void FixZ(int32 z_find_offset = 5);
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void FixZ(int32 z_find_offset = 5);
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float GetFixedZ(glm::vec3 position, int32 z_find_offset = 5);
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void NPCSpecialAttacks(const char* parse, int permtag, bool reset = true, bool remove = false);
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inline uint32 DontHealMeBefore() const { return pDontHealMeBefore; }
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inline uint32 DontBuffMeBefore() const { return pDontBuffMeBefore; }
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@@ -1108,8 +1109,6 @@ public:
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int GetWeaponDamage(Mob *against, const EQEmu::ItemData *weapon_item);
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int GetWeaponDamage(Mob *against, const EQEmu::ItemInstance *weapon_item, uint32 *hate = nullptr);
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float last_z;
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// Bots HealRotation methods
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#ifdef BOTS
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bool IsHealRotationTarget() { return (m_target_of_heal_rotation.use_count() && m_target_of_heal_rotation.get()); }
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@@ -1267,6 +1266,7 @@ protected:
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virtual int16 GetFocusEffect(focusType type, uint16 spell_id) { return 0; }
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void CalculateNewFearpoint();
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float FindGroundZ(float new_x, float new_y, float z_offset=0.0);
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float FindDestGroundZ(glm::vec3 dest, float z_offset=0.0);
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glm::vec3 UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &WaypointChange, bool &NodeReached);
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void PrintRoute();
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