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Prevent horses (player mounts) from being depopped during a #repop
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@ -2510,6 +2510,9 @@ void EntityList::Depop(bool StartSpawnTimer)
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if (own && own->IsClient())
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if (own && own->IsClient())
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continue;
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continue;
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if (pnpc->IsHorse)
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continue;
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if (pnpc->IsFindable())
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if (pnpc->IsFindable())
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UpdateFindableNPCState(pnpc, true);
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UpdateFindableNPCState(pnpc, true);
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@ -36,6 +36,8 @@ Horse::Horse(Client *_owner, uint16 spell_id, const glm::vec4& position)
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strn0cpy(name, _owner->GetCleanName(), 55);
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strn0cpy(name, _owner->GetCleanName(), 55);
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strcat(name,"`s_Mount00");
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strcat(name,"`s_Mount00");
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is_horse = true;
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owner = _owner;
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owner = _owner;
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}
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}
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@ -1405,6 +1405,8 @@ protected:
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std::unordered_map<uint32, std::pair<uint32, uint32>> aa_ranks;
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std::unordered_map<uint32, std::pair<uint32, uint32>> aa_ranks;
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Timer aa_timers[aaTimerMax];
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Timer aa_timers[aaTimerMax];
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bool is_horse;
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private:
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private:
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void _StopSong(); //this is not what you think it is
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void _StopSong(); //this is not what you think it is
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Mob* target;
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Mob* target;
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