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Add bulk force update by distance as well which we had similarily before the movement overhaul
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@@ -1309,6 +1309,9 @@ public:
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uint32 trapid; //ID of trap player has triggered. This is cleared when the player leaves the trap's radius, or it despawns.
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void SetLastPositionBeforeBulkUpdate(glm::vec4 in_last_position_before_bulk_update);
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glm::vec4 &GetLastPositionBeforeBulkUpdate();
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protected:
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friend class Mob;
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void CalcItemBonuses(StatBonuses* newbon);
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@@ -1540,6 +1543,7 @@ private:
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Timer position_update_timer; /* Timer used when client hasn't updated within a 10 second window */
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glm::vec3 m_Proximity;
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glm::vec4 last_position_before_bulk_update;
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void BulkSendInventoryItems();
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