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Fix some bugs with starting AI in mercs
The vtable ptr is that of the current constructor the code is in ...
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@ -305,6 +305,8 @@ Client::Client(EQStreamInterface* ieqs)
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active_light = innate_light;
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spell_light = equip_light = NOT_USED;
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AI_Init();
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}
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Client::~Client() {
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@ -75,7 +75,6 @@ Merc::Merc(const NPCType* d, float x, float y, float z, float heading)
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SetMana(GetMaxMana());
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SetEndurance(GetMaxEndurance());
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AI_Init();
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AI_Start();
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}
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@ -1737,7 +1736,6 @@ void Merc::AI_Process() {
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}
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void Merc::AI_Start(int32 iMoveDelay) {
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NPC::AI_Start(iMoveDelay);
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if (!pAIControlled)
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return;
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@ -422,7 +422,8 @@ bool EntityList::AICheckCloseBeneficialSpells(NPC* caster, uint8 iChance, float
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return false;
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}
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void Mob::AI_Init() {
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void Mob::AI_Init()
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{
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pAIControlled = false;
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AIthink_timer = nullptr;
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AIwalking_timer = nullptr;
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@ -441,9 +442,8 @@ void Mob::AI_Init() {
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pDontCureMeBefore = 0;
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}
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void NPC::AI_Init() {
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Mob::AI_Init();
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void NPC::AI_Init()
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{
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AIautocastspell_timer = nullptr;
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casting_spell_AIindex = static_cast<uint8>(AIspells.size());
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@ -458,8 +458,8 @@ void NPC::AI_Init() {
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roambox_delay = 2500;
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}
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void Client::AI_Init() {
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Mob::AI_Init();
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void Client::AI_Init()
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{
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minLastFightingDelayMoving = CLIENT_LD_TIMEOUT;
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maxLastFightingDelayMoving = CLIENT_LD_TIMEOUT;
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}
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@ -250,8 +250,8 @@ NPC::NPC(const NPCType* d, Spawn2* in_respawn, const glm::vec4& position, int if
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npc_aggro = d->npc_aggro;
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if(!IsMerc())
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AI_Start();
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AI_Init();
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AI_Start();
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d_melee_texture1 = d->d_melee_texture1;
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d_melee_texture2 = d->d_melee_texture2;
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