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First round fix for non NPC-on_NPC action
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@ -1326,7 +1326,7 @@ void Mob::AI_Process() {
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if (m_PlayerState & static_cast<uint32>(PlayerState::Aggressive))
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if (m_PlayerState & static_cast<uint32>(PlayerState::Aggressive))
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SendRemovePlayerState(PlayerState::Aggressive);
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SendRemovePlayerState(PlayerState::Aggressive);
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if(!zone->CanDoCombat() && AI_feign_remember_timer->Check()) {
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if(zone->CanDoCombat() && AI_feign_remember_timer->Check()) {
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// 6/14/06
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// 6/14/06
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// Improved Feign Death Memory
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// Improved Feign Death Memory
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// check to see if any of our previous feigned targets have gotten up.
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// check to see if any of our previous feigned targets have gotten up.
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@ -1351,7 +1351,7 @@ void Mob::AI_Process() {
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{
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{
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//we processed a spell action, so do nothing else.
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//we processed a spell action, so do nothing else.
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}
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}
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else if (!zone->CanDoCombat() && AI_scan_area_timer->Check())
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else if (zone->CanDoCombat() && AI_scan_area_timer->Check())
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{
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{
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/*
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/*
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* This is where NPCs look around to see if they want to attack anybody.
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* This is where NPCs look around to see if they want to attack anybody.
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