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Initialised some data in Mob/Merc constructors to stop valgrind complaining.
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@ -37,9 +37,11 @@ Merc::Merc(const NPCType* d, float x, float y, float z, float heading)
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_baseFR = d->FR;
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_basePR = d->PR;
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_baseCorrup = d->Corrup;
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_OwnerClientVersion = EQClientTitanium;
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RestRegenHP = 0;
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RestRegenMana = 0;
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RestRegenEndurance = 0;
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cur_end = 0;
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_medding = false;
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_suspended = false;
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@ -2749,7 +2751,7 @@ int16 Merc::GetFocusEffect(focusType type, uint16 spell_id) {
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int16 focus_max_real = 0;
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//item focus
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for(int x=0; x<=MAX_WORN_INVENTORY; x++)
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for(int x =0; x < MAX_WORN_INVENTORY; ++x)
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{
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TempItem = NULL;
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if (equipment[x] == 0)
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@ -274,7 +274,7 @@ Mob::Mob(const char* in_name,
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memset(&itembonuses, 0, sizeof(StatBonuses));
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memset(&spellbonuses, 0, sizeof(StatBonuses));
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//memset(&aabonuses, 0, sizeof(StatBonuses)); //don't need this until we start using Client::CalcAABonuses()
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memset(&aabonuses, 0, sizeof(StatBonuses));
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spellbonuses.AggroRange = -1;
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spellbonuses.AssistRange = -1;
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pLastChange = 0;
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