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Add another layer of randomization to roam box logic, npc's who weren't originally spawned in water won't roambox into water
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@@ -30,7 +30,7 @@ bool WaterMapV2::InLava(const glm::vec3& location) const {
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}
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bool WaterMapV2::InLiquid(const glm::vec3& location) const {
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return InWater(location) || InLava(location);
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return InWater(location) || InLava(location) || InVWater(location);
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}
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bool WaterMapV2::InPvP(const glm::vec3& location) const {
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