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https://github.com/EQEmu/Server.git
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Remove floating logic, fix for some bestz logic
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b55771ca7d
commit
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@ -2723,7 +2723,7 @@ void Bot::AI_Process() {
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// Fix Z when following during pull, not when engaged and stationary
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// Fix Z when following during pull, not when engaged and stationary
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if (IsMoving() && fix_z_timer_engaged.Check()) {
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if (IsMoving() && fix_z_timer_engaged.Check()) {
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FixZ();
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TryFixZ();
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return;
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return;
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}
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}
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@ -648,7 +648,7 @@ void EntityList::AddNPC(NPC *npc, bool SendSpawnPacket, bool dontqueue)
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parse->EventNPC(EVENT_SPAWN, npc, nullptr, "", 0);
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parse->EventNPC(EVENT_SPAWN, npc, nullptr, "", 0);
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npc->FixZ();
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npc->TryFixZ();
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uint16 emoteid = npc->GetEmoteID();
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uint16 emoteid = npc->GetEmoteID();
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if (emoteid != 0)
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if (emoteid != 0)
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@ -782,7 +782,7 @@ void Client::AI_Process()
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if (currently_fleeing) {
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if (currently_fleeing) {
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if (fix_z_timer.Check())
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if (fix_z_timer.Check())
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this->FixZ(5, true);
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TryFixZ(5, true);
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if (IsRooted()) {
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if (IsRooted()) {
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//make sure everybody knows were not moving, for appearance sake
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//make sure everybody knows were not moving, for appearance sake
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@ -992,7 +992,7 @@ void Mob::ProcessForcedMovement()
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Teleport(m_Position + m_Delta);
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Teleport(m_Position + m_Delta);
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m_Delta = glm::vec4();
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m_Delta = glm::vec4();
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SentPositionPacket(0.0f, 0.0f, 0.0f, 0.0f, 0, true);
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SentPositionPacket(0.0f, 0.0f, 0.0f, 0.0f, 0, true);
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FixZ(); // so we teleport to the ground locally, we want the client to interpolate falling etc
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TryFixZ(); // so we teleport to the ground locally, we want the client to interpolate falling etc
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} else if (--ForcedMovement) {
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} else if (--ForcedMovement) {
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if (normal.z < -0.15f) // prevent too much wall climbing. ex. OMM's room in anguish
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if (normal.z < -0.15f) // prevent too much wall climbing. ex. OMM's room in anguish
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normal.z = 0.0f;
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normal.z = 0.0f;
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@ -1104,7 +1104,7 @@ void Mob::AI_Process() {
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if (this->GetTarget()) {
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if (this->GetTarget()) {
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/* If we are engaged, moving and following client, let's look for best Z more often */
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/* If we are engaged, moving and following client, let's look for best Z more often */
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float target_distance = DistanceNoZ(this->GetPosition(), this->GetTarget()->GetPosition());
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float target_distance = DistanceNoZ(this->GetPosition(), this->GetTarget()->GetPosition());
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FixZ();
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TryFixZ();
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if (target_distance <= 15 && !this->CheckLosFN(this->GetTarget())) {
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if (target_distance <= 15 && !this->CheckLosFN(this->GetTarget())) {
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Mob *target = this->GetTarget();
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Mob *target = this->GetTarget();
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@ -323,101 +323,6 @@ public:
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}
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}
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};
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};
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//Just a swim to that can't travel in Z
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class FloatToCommand : public MoveToCommand
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{
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public:
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FloatToCommand(float x, float y, MobMovementMode mode) : MoveToCommand(x, y, 0.0f, mode) {
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}
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virtual bool Process(MobMovementManager *mgr, Mob *m)
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{
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if (!m->IsAIControlled()) {
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return true;
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}
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//Send a movement packet when you start moving
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double current_time = static_cast<double>(Timer::GetCurrentTime()) / 1000.0;
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int current_speed = 0;
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if (m_move_to_mode == MovementRunning) {
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if (m->IsFeared()) {
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current_speed = m->GetFearSpeed();
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}
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else {
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current_speed = m->GetRunspeed();
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}
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}
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else {
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current_speed = m->GetWalkspeed();
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}
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if (!m_started) {
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m_started = true;
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//rotate to the point
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m->SetMoving(true);
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m->SetHeading(m->CalculateHeadingToTarget(m_move_to_x, m_move_to_y));
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m_last_sent_speed = current_speed;
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m_last_sent_time = current_time;
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m_total_h_dist = DistanceNoZ(m->GetPosition(), glm::vec4(m_move_to_x, m_move_to_y, 0.0f, 0.0f));
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mgr->SendCommandToClients(m, 0.0, 0.0, 0.0, 0.0, current_speed, ClientRangeCloseMedium);
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}
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//When speed changes
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if (current_speed != m_last_sent_speed) {
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m_last_sent_speed = current_speed;
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m_last_sent_time = current_time;
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mgr->SendCommandToClients(m, 0.0, 0.0, 0.0, 0.0, current_speed, ClientRangeCloseMedium);
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}
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//If x seconds have passed without sending an update.
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if (current_time - m_last_sent_time >= 0.8) {
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m_last_sent_speed = current_speed;
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m_last_sent_time = current_time;
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mgr->SendCommandToClients(m, 0.0, 0.0, 0.0, 0.0, current_speed, ClientRangeCloseMedium);
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}
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auto &p = m->GetPosition();
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glm::vec2 tar(m_move_to_x, m_move_to_y);
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glm::vec2 pos(p.x, p.y);
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double len = glm::distance(pos, tar);
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if (len == 0) {
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return true;
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}
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m->SetMoved(true);
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glm::vec2 dir = tar - pos;
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glm::vec2 ndir = glm::normalize(dir);
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double distance_moved = frame_time * current_speed * 0.4f * 1.45f;
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if (distance_moved > len) {
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if (m->IsNPC()) {
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entity_list.ProcessMove(m->CastToNPC(), m_move_to_x, m_move_to_y, m_move_to_z);
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}
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m->SetPosition(m_move_to_x, m_move_to_y, m->GetZ());
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return true;
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}
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else {
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glm::vec2 npos = pos + (ndir * static_cast<float>(distance_moved));
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len -= distance_moved;
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double total_distance_traveled = m_total_h_dist - len;
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if (m->IsNPC()) {
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entity_list.ProcessMove(m->CastToNPC(), npos.x, npos.y, m->GetZ());
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}
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m->SetPosition(npos.x, npos.y, m->GetZ());
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}
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return false;
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}
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};
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class TeleportToCommand : public IMovementCommand
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class TeleportToCommand : public IMovementCommand
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{
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{
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public:
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public:
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@ -1021,7 +926,7 @@ void MobMovementManager::UpdatePathBoat(Mob *who, float x, float y, float z, Mob
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auto eiter = _impl->Entries.find(who);
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auto eiter = _impl->Entries.find(who);
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auto &ent = (*eiter);
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auto &ent = (*eiter);
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PushFloatTo(ent.second, x, y, mode);
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PushSwimTo(ent.second, x, y, z, mode);
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PushStopMoving(ent.second);
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PushStopMoving(ent.second);
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}
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}
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@ -1040,11 +945,6 @@ void MobMovementManager::PushSwimTo(MobMovementEntry &ent, float x, float y, flo
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ent.Commands.push_back(std::unique_ptr<IMovementCommand>(new SwimToCommand(x, y, z, mode)));
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ent.Commands.push_back(std::unique_ptr<IMovementCommand>(new SwimToCommand(x, y, z, mode)));
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}
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}
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void MobMovementManager::PushFloatTo(MobMovementEntry &ent, float x, float y, MobMovementMode mode)
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{
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ent.Commands.push_back(std::unique_ptr<IMovementCommand>(new FloatToCommand(x, y, mode)));
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}
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void MobMovementManager::PushRotateTo(MobMovementEntry &ent, Mob *who, float to, MobMovementMode mode)
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void MobMovementManager::PushRotateTo(MobMovementEntry &ent, Mob *who, float to, MobMovementMode mode)
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{
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{
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auto from = FixHeading(who->GetHeading());
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auto from = FixHeading(who->GetHeading());
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@ -73,7 +73,6 @@ private:
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void PushTeleportTo(MobMovementEntry &ent, float x, float y, float z, float heading);
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void PushTeleportTo(MobMovementEntry &ent, float x, float y, float z, float heading);
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void PushMoveTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mode);
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void PushMoveTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mode);
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void PushSwimTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mode);
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void PushSwimTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mode);
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void PushFloatTo(MobMovementEntry &ent, float x, float y, MobMovementMode mode);
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void PushRotateTo(MobMovementEntry &ent, Mob *who, float to, MobMovementMode mode);
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void PushRotateTo(MobMovementEntry &ent, Mob *who, float to, MobMovementMode mode);
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void PushStopMoving(MobMovementEntry &ent);
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void PushStopMoving(MobMovementEntry &ent);
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void PushEvadeCombat(MobMovementEntry &ent);
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void PushEvadeCombat(MobMovementEntry &ent);
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