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Fix issues with NPC's ghosting who path for long distances, this should wrap up the small remainder of ghosting edge cases
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@ -269,8 +269,17 @@ bool Client::Process() {
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}
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}
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if (force_spawn_updates && mob != this && distance <= client_update_range)
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if (force_spawn_updates && mob != this) {
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if (mob->is_distance_roamer) {
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Log(Logs::General, Logs::Debug, "Updating distance roamer %s", mob->GetCleanName());
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mob->SendPositionUpdateToClient(this);
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continue;
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}
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if (distance <= client_update_range)
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mob->SendPositionUpdateToClient(this);
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}
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}
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}
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@ -75,7 +75,6 @@ Mob::Mob(const char* in_name,
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uint32 in_drakkin_tattoo,
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uint32 in_drakkin_details,
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EQEmu::TintProfile in_armor_tint,
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uint8 in_aa_title,
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uint8 in_see_invis, // see through invis/ivu
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uint8 in_see_invis_undead,
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@ -98,7 +97,7 @@ Mob::Mob(const char* in_name,
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tic_timer(6000),
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mana_timer(2000),
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spellend_timer(0),
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rewind_timer(30000), //Timer used for determining amount of time between actual player position updates for /rewind.
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rewind_timer(30000),
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bindwound_timer(10000),
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stunned_timer(0),
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spun_timer(0),
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@ -126,6 +125,7 @@ Mob::Mob(const char* in_name,
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last_z = 0;
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last_major_update_position = m_Position;
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is_distance_roamer = false;
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AI_Init();
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SetMoving(false);
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@ -172,7 +172,8 @@ Mob::Mob(const char* in_name,
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fearspeed = 0.625f;
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base_fearspeed = 25;
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// npcs
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} else {
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}
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else {
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base_walkspeed = base_runspeed * 100 / 265;
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walkspeed = ((float)base_walkspeed) * 0.025f;
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base_fearspeed = base_runspeed * 100 / 127;
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@ -1447,6 +1448,7 @@ void Mob::SendPosition() {
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if (DistanceSquared(last_major_update_position, m_Position) >= (100 * 100)) {
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entity_list.QueueClients(this, app, true, true);
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last_major_update_position = m_Position;
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is_distance_roamer = true;
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}
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else {
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entity_list.QueueCloseClients(this, app, true, RuleI(Range, MobPositionUpdates), nullptr, false);
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@ -162,6 +162,8 @@ public:
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inline virtual bool IsMob() const { return true; }
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inline virtual bool InZone() const { return true; }
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bool is_distance_roamer;
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//Somewhat sorted: needs documenting!
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//Attack
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@ -1226,6 +1228,7 @@ protected:
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glm::vec4 m_Position;
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/* Used to determine when an NPC has traversed so many units - to send a zone wide pos update */
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glm::vec4 last_major_update_position;
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int animation; // this is really what MQ2 calls SpeedRun just packed like (int)(SpeedRun * 40.0f)
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float base_size;
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float size;
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