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Make a FixZ call at waypoint arrive so bad grids don't make NPC's hop
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@@ -1573,6 +1573,8 @@ void NPC::AI_DoMovement() {
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SetHeading(m_CurrentWayPoint.w);
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SetHeading(m_CurrentWayPoint.w);
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}
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}
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this->FixZ();
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SendPosition();
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SendPosition();
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//kick off event_waypoint arrive
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//kick off event_waypoint arrive
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