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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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@@ -455,7 +455,7 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, b
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return true;
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}
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if ((m_Position.x - x == 0) && (m_Position.y - y == 0)) {//spawn is at target coords
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if ((m_Position.x - x == 0) && (m_Position.y - y == 0)) { //spawn is at target coords
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return false;
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}
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else if ((std::abs(m_Position.x - x) < 0.1) && (std::abs(m_Position.y - y) < 0.1)) {
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