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Bunch of bug fixes, guard behavior works again
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+2
-39
@@ -1271,48 +1271,11 @@ void command_movement(Client *c, const Seperator *sep)
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if (strcasecmp(sep->arg[1], "stats") == 0)
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{
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//mgr.DumpStats(c);
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mgr.DumpStats(c);
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}
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else if (strcasecmp(sep->arg[1], "clearstats") == 0)
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{
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//mgr.ClearStats();
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}
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if (strcasecmp(sep->arg[1], "test") == 0)
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{
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auto target = c->GetTarget();
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if (!target) {
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c->Message(0, "Requires target");
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}
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mgr.NavigateTo(target, c->GetX(), c->GetY(), c->GetZ(), false, MovementRunning);
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//auto heading = target->CalculateHeadingToTarget(c->GetX(), c->GetY());
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//mgr.SendCommandToClients(target, 0.0f, 0.0f, 0.0f, atof(sep->arg[2]), 0, ClientRangeAny);
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//mgr.RotateTo(target, heading);
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//double a1 = atof(sep->arg[2]);
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//double a2 = atof(sep->arg[3]);
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//double a3 = atof(sep->arg[4]);
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//double a4 = atof(sep->arg[5]);
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//int a5 = atoi(sep->arg[6]);
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//
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////PlayerPositionUpdateServer_Struct
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//EQApplicationPacket outapp(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
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//PlayerPositionUpdateServer_Struct *spu = (PlayerPositionUpdateServer_Struct*)outapp.pBuffer;
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//
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//memset(spu, 0x00, sizeof(PlayerPositionUpdateServer_Struct));
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//spu->spawn_id = target->GetID();
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//spu->x_pos = FloatToEQ19(target->GetX());
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//spu->y_pos = FloatToEQ19(target->GetY());
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//spu->z_pos = FloatToEQ19(target->GetZ());
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//spu->heading = FloatToEQ12(target->GetHeading());
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//spu->delta_x = FloatToEQ13(a1);
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//spu->delta_y = FloatToEQ13(a2);
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//spu->delta_z = FloatToEQ13(a3);
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//spu->delta_heading = FloatToEQ10(a4);
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//spu->animation = a5;
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//
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//c->QueuePacket(&outapp);
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mgr.ClearStats();
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}
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else {
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c->Message(0, "Usage: #movement stats/clearstats");
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