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Implement new always_aggro_foes field and functionality for mobs.
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+6
-4
@@ -154,7 +154,7 @@ Corpse::Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NP
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in_npc->GetPosition(), in_npc->GetInnateLightType(), in_npc->GetTexture(),in_npc->GetHelmTexture(),
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0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,EQEmu::TintProfile(),0xff,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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(*in_npctypedata)->use_model),
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(*in_npctypedata)->use_model, false),
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corpse_decay_timer(in_decaytime),
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corpse_rez_timer(0),
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corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
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@@ -260,8 +260,9 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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0, // uint8 in_bracertexture,
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0, // uint8 in_handtexture,
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0, // uint8 in_legtexture,
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0,
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0 // uint8 in_feettexture,
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0, // uint8 in_feettexture,
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0, // uint8 in_usemodel,
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0 // bool in_always_aggros_foes
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),
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corpse_decay_timer(RuleI(Character, CorpseDecayTimeMS)),
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corpse_rez_timer(RuleI(Character, CorpseResTimeMS)),
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@@ -500,7 +501,8 @@ EQEmu::TintProfile(),
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0,
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0,
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0,
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0),
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0,
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false),
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corpse_decay_timer(RuleI(Character, CorpseDecayTimeMS)),
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corpse_rez_timer(RuleI(Character, CorpseResTimeMS)),
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corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
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