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Some clean up related to the entity_list changes
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+1
-11
@@ -385,16 +385,6 @@ Mob::Mob(const char* in_name,
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Mob::~Mob()
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{
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// Our Entity ID is set to 0 in NPC::Death. This leads to mobs hanging around for a while in
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// the entity list, even after they have been destroyed. Use our memory pointer to remove the mob
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// if our EntityID is 0.
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//
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/*if(GetID() > 0)
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entity_list.RemoveMob(GetID());
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else
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entity_list.RemoveMob(this);*/
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AI_Stop();
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if (GetPet()) {
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if (GetPet()->Charmed())
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@@ -402,7 +392,7 @@ Mob::~Mob()
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else
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SetPet(0);
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}
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ClearSpecialAbilities();
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EQApplicationPacket app;
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