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Use PlayerState to generate stun particles
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+4
-7
@@ -2858,10 +2858,7 @@ void Bot::SaveTimers() {
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bool Bot::Process()
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{
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if(IsStunned() && stunned_timer.Check())
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{
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this->stunned = false;
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this->stunned_timer.Disable();
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}
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Mob::UnStun();
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if(!GetBotOwner())
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return false;
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@@ -11719,11 +11716,11 @@ void Bot::ProcessBotCommands(Client *c, const Seperator *sep) {
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const char* equipped[EmuConstants::EQUIPMENT_SIZE] = {"Charm", "Left Ear", "Head", "Face", "Right Ear", "Neck", "Shoulders", "Arms", "Back",
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"Left Wrist", "Right Wrist", "Range", "Hands", "Primary Hand", "Secondary Hand",
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"Left Finger", "Right Finger", "Chest", "Legs", "Feet", "Waist", "Ammo" };
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const ItemInst* inst = nullptr;
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const Item_Struct* item = nullptr;
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bool is2Hweapon = false;
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std::string item_link;
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Client::TextLink linker;
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linker.SetLinkType(linker.linkItemInst);
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@@ -11753,7 +11750,7 @@ void Bot::ProcessBotCommands(Client *c, const Seperator *sep) {
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// I could not find a difference between the criteria positive code and the criteria negative code..
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// ..so, I deleted the check (old criteria: i = { MainCharm, MainRange, MainPrimary, MainSecondary, MainAmmo })
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linker.SetItemInst(inst);
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item_link = linker.GenerateLink();
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