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Roam Box code was changing z every loop through.
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@ -1535,15 +1535,17 @@ void NPC::AI_DoMovement() {
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roambox_movingto_x = zone->random.Real(roambox_min_x+1,roambox_max_x-1);
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if (roambox_movingto_y > roambox_max_y || roambox_movingto_y < roambox_min_y)
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roambox_movingto_y = zone->random.Real(roambox_min_y+1,roambox_max_y-1);
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Log(Logs::Detail, Logs::AI,
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"Roam Box: d=%.3f (%.3f->%.3f,%.3f->%.3f): Go To (%.3f,%.3f)",
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roambox_distance, roambox_min_x, roambox_max_x, roambox_min_y,
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roambox_max_y, roambox_movingto_x, roambox_movingto_y);
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}
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Log(Logs::Detail, Logs::AI, "Roam Box: d=%.3f (%.3f->%.3f,%.3f->%.3f): Go To (%.3f,%.3f)",
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roambox_distance, roambox_min_x, roambox_max_x, roambox_min_y, roambox_max_y, roambox_movingto_x, roambox_movingto_y);
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float new_z = this->FindGroundZ(m_Position.x, m_Position.y, 5) + this->GetZOffset();
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if (!CalculateNewPosition2(roambox_movingto_x, roambox_movingto_y, new_z, walksp, true))
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// Keep calling with updates, using wherever we are in Z.
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if (!MakeNewPositionAndSendUpdate(roambox_movingto_x,
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roambox_movingto_y, m_Position.z, walksp))
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{
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this->FixZ(); // FixZ on final arrival point.
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roambox_movingto_x = roambox_max_x + 1; // force update
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pLastFightingDelayMoving = Timer::GetCurrentTime() + RandomTimer(roambox_min_delay, roambox_delay);
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SetMoving(false);
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