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Implement Pet Command Stop
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+4
-1
@@ -943,7 +943,7 @@ void Mob::AI_Process() {
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//
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if(RuleB(Combat, EnableFearPathing)){
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if(currently_fleeing) {
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if(IsRooted() || (IsBlind() && CombatRange(hate_list.GetClosestEntOnHateList(this)))) {
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if((IsRooted() || (IsBlind() && CombatRange(hate_list.GetClosestEntOnHateList(this)))) && !IsPetStop()) {
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//make sure everybody knows were not moving, for appearance sake
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if(IsMoving())
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{
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@@ -1304,6 +1304,9 @@ void Mob::AI_Process() {
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if (m_PlayerState & static_cast<uint32>(PlayerState::Aggressive))
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SendRemovePlayerState(PlayerState::Aggressive);
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if (IsPetStop()) // pet stop won't be engaged, so we will always get here and we want the above branch to execute
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return;
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if(zone->CanDoCombat() && AI_feign_remember_timer->Check()) {
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// 6/14/06
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// Improved Feign Death Memory
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