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Fixed non-attacking related movement while mobs are snared
On live a nec/shd normal splitting involved snaring the mob you want and FDing after they moved enough. The non-snared mobs would return home and the snared mob would just sit there until it was no longer snared. There is even a nice flash video! http://www.dzert.com/downloads/eq/fd02.swf This might need some tweaking, but I'm not sure of any instances where it would break things...
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@@ -1554,7 +1554,7 @@ void Mob::AI_Process() {
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return;
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}
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if(IsNPC())
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if(IsNPC() && GetSnaredAmount() == -1)
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{
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if(RuleB(NPC, SmartLastFightingDelayMoving) && !feign_memory_list.empty())
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{
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