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Missing line from secret's patch, should address sometimes npcs stop moving.
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@ -584,7 +584,7 @@ void MobMovementManager::NavigateTo(Mob *who, float x, float y, float z, MobMove
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auto within = IsPositionWithinSimpleCylinder(glm::vec3(x, y, z), glm::vec3(nav.navigate_to_x, nav.navigate_to_y, nav.navigate_to_z), 1.5f, 6.0f);
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auto heading_match = IsHeadingEqual(0.0, nav.navigate_to_heading);
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if (false == within || false == heading_match) {
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if (false == within || false == heading_match || ent.second.Commands.size() == 0) {
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ent.second.Commands.clear();
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//Path is no longer valid, calculate a new path
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