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Implement pet regroup
Tweaks to stop as well
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+4
-2
@@ -935,7 +935,7 @@ void Mob::AI_Process() {
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bool engaged = IsEngaged();
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bool doranged = false;
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if (!zone->CanDoCombat() || IsPetStop()) {
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if (!zone->CanDoCombat() || IsPetStop() || IsPetRegroup()) {
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engaged = false;
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}
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@@ -943,7 +943,7 @@ void Mob::AI_Process() {
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//
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if(RuleB(Combat, EnableFearPathing)){
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if(currently_fleeing) {
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if((IsRooted() || (IsBlind() && CombatRange(hate_list.GetClosestEntOnHateList(this)))) && !IsPetStop()) {
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if((IsRooted() || (IsBlind() && CombatRange(hate_list.GetClosestEntOnHateList(this)))) && !IsPetStop() && !IsPetRegroup()) {
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//make sure everybody knows were not moving, for appearance sake
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if(IsMoving())
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{
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@@ -1411,6 +1411,8 @@ void Mob::AI_Process() {
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break;
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}
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}
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if (IsPetRegroup())
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return;
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}
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/* Entity has been assigned another entity to follow */
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else if (GetFollowID())
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