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fear_walkto_x, fear_walkto_y, fear_walkto_z replaced with m_FearWalkTarget converted to xyz_location
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09f75c09b8
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@ -167,9 +167,7 @@ void Mob::CalculateNewFearpoint()
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if(Route.size() > 0)
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{
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fear_walkto_x = Loc.x;
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fear_walkto_y = Loc.y;
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fear_walkto_z = Loc.z;
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m_FearWalkTarget = xyz_location(Loc.x, Loc.y, Loc.z);
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curfp = true;
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mlog(PATHING__DEBUG, "Feared to node %i (%8.3f, %8.3f, %8.3f)", Node, Loc.x, Loc.y, Loc.z);
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@ -199,14 +197,8 @@ void Mob::CalculateNewFearpoint()
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}
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}
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if (curfp)
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{
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fear_walkto_x = ranx;
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fear_walkto_y = rany;
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fear_walkto_z = ranz;
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}
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m_FearWalkTarget = xyz_location(ranx, rany, ranz);
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else //Break fear
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{
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BuffFadeByEffect(SE_Fear);
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}
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}
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@ -98,6 +98,7 @@ Mob::Mob(const char* in_name,
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bardsong_timer(6000),
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gravity_timer(1000),
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viral_timer(0),
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m_FearWalkTarget(-999999.0f,-999999.0f,-999999.0f),
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flee_timer(FLEE_CHECK_TIMER)
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{
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@ -110,9 +111,6 @@ Mob::Mob(const char* in_name,
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tarx=0;
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tary=0;
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tarz=0;
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fear_walkto_x = -999999;
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fear_walkto_y = -999999;
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fear_walkto_z = -999999;
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curfp = false;
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AI_Init();
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@ -321,9 +319,6 @@ Mob::Mob(const char* in_name,
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follow=0;
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follow_dist = 100; // Default Distance for Follow
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flee_mode = false;
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fear_walkto_x = -999999;
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fear_walkto_y = -999999;
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fear_walkto_z = -999999;
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curfp = false;
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flee_timer.Start();
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@ -1192,9 +1192,7 @@ protected:
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int patrol;
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float fear_walkto_x;
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float fear_walkto_y;
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float fear_walkto_z;
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xyz_location m_FearWalkTarget;
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bool curfp;
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// Pathing
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@ -785,17 +785,17 @@ void Client::AI_Process()
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if(AImovement_timer->Check()) {
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animation = GetRunspeed() * 21;
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// Check if we have reached the last fear point
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if((ABS(GetX()-fear_walkto_x) < 0.1) && (ABS(GetY()-fear_walkto_y) <0.1)) {
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if((ABS(GetX()-m_FearWalkTarget.m_X) < 0.1) && (ABS(GetY()-m_FearWalkTarget.m_Y) <0.1)) {
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// Calculate a new point to run to
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CalculateNewFearpoint();
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}
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if(!RuleB(Pathing, Fear) || !zone->pathing)
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CalculateNewPosition2(fear_walkto_x, fear_walkto_y, fear_walkto_z, GetFearSpeed(), true);
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CalculateNewPosition2(m_FearWalkTarget.m_X, m_FearWalkTarget.m_Y, m_FearWalkTarget.m_Z, GetFearSpeed(), true);
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else
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{
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bool WaypointChanged, NodeReached;
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Map::Vertex Goal = UpdatePath(fear_walkto_x, fear_walkto_y, fear_walkto_z,
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Map::Vertex Goal = UpdatePath(m_FearWalkTarget.m_X, m_FearWalkTarget.m_Y, m_FearWalkTarget.m_Z,
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GetFearSpeed(), WaypointChanged, NodeReached);
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if(WaypointChanged)
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@ -1053,17 +1053,17 @@ void Mob::AI_Process() {
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} else {
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if(AImovement_timer->Check()) {
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// Check if we have reached the last fear point
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if((ABS(GetX()-fear_walkto_x) < 0.1) && (ABS(GetY()-fear_walkto_y) <0.1)) {
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if((ABS(GetX()-m_FearWalkTarget.m_X) < 0.1) && (ABS(GetY()-m_FearWalkTarget.m_Y) <0.1)) {
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// Calculate a new point to run to
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CalculateNewFearpoint();
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}
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if(!RuleB(Pathing, Fear) || !zone->pathing)
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CalculateNewPosition2(fear_walkto_x, fear_walkto_y, fear_walkto_z, GetFearSpeed(), true);
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CalculateNewPosition2(m_FearWalkTarget.m_X, m_FearWalkTarget.m_Y, m_FearWalkTarget.m_Z, GetFearSpeed(), true);
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else
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{
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bool WaypointChanged, NodeReached;
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Map::Vertex Goal = UpdatePath(fear_walkto_x, fear_walkto_y, fear_walkto_z,
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Map::Vertex Goal = UpdatePath(m_FearWalkTarget.m_X, m_FearWalkTarget.m_Y, m_FearWalkTarget.m_Z,
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GetFearSpeed(), WaypointChanged, NodeReached);
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if(WaypointChanged)
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