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Bunch of bug fixes, guard behavior works again
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+5
-19
@@ -1434,16 +1434,14 @@ void Mob::SendHPUpdate(bool skip_self /*= false*/, bool force_update_all /*= fal
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}
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void Mob::StopMoving() {
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FixZ();
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SetCurrentSpeed(0);
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StopNavigation();
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if (moved)
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moved = false;
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}
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void Mob::StopMoving(float new_heading) {
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SetHeading(new_heading);
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FixZ();
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SetCurrentSpeed(0);
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StopNavigation();
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RotateTo(new_heading);
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if (moved)
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moved = false;
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}
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@@ -2706,10 +2704,10 @@ void Mob::FaceTarget(Mob* mob_to_face /*= 0*/) {
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float new_heading = CalculateHeadingToTarget(faced_mob->GetX(), faced_mob->GetY());
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if(current_heading != new_heading) {
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if (IsEngaged() || IsRunning()) {
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mMovementManager->RotateTo(this, new_heading);
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RotateToRunning(new_heading);
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}
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else {
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mMovementManager->RotateTo(this, new_heading, MovementWalking);
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RotateToWalking(new_heading);
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}
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}
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@@ -5765,18 +5763,6 @@ void Mob::SendRemovePlayerState(PlayerState old_state)
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safe_delete(app);
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}
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void Mob::SetCurrentSpeed(int in){
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if (current_speed != in)
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{
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current_speed = in;
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if (in == 0) {
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SetRunAnimSpeed(0);
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SetMoving(false);
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SendPosition();
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}
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}
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}
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int32 Mob::GetMeleeMitigation() {
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int32 mitigation = 0;
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mitigation += spellbonuses.MeleeMitigationEffect;
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