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Some tweaks so its harder to get npcs intentionally stuck
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@ -931,7 +931,9 @@ bool Mob::CombatRange(Mob* other)
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if (size_mod > 10000)
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size_mod = size_mod / 7;
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float _DistNoRoot = DistanceSquared(m_Position, other->GetPosition());
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float _DistNoRoot = DistanceSquaredNoZ(m_Position, other->GetPosition());
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float _zDist = m_Position.z - other->GetZ();
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_zDist *= _zDist;
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if (GetSpecialAbility(NPC_CHASE_DISTANCE)){
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@ -960,6 +962,11 @@ bool Mob::CombatRange(Mob* other)
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if (_DistNoRoot <= size_mod)
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{
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//A hack to kill an exploit till we get something better.
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if (flymode == 0 && _zDist > 500 && !CheckLastLosState()) {
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return false;
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}
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return true;
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}
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return false;
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@ -59,12 +59,12 @@ IPathfinder::IPath PathfinderNavmesh::FindRoute(const glm::vec3 &start, const gl
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filter.setAreaCost(6, 1.5f); //Ice
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filter.setAreaCost(7, 3.0f); //V Water (Frigid Water)
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filter.setAreaCost(8, 1.0f); //General Area
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filter.setAreaCost(9, 1.0f); //Portal
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filter.setAreaCost(10, 0.5f); //Prefer
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filter.setAreaCost(9, 0.1f); //Portal
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filter.setAreaCost(10, 0.1f); //Prefer
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dtPolyRef start_ref;
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dtPolyRef end_ref;
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glm::vec3 ext(15.0f, 100.0f, 15.0f);
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glm::vec3 ext(5.0f, 100.0f, 5.0f);
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m_impl->query->findNearestPoly(¤t_location[0], &ext[0], &filter, &start_ref, 0);
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m_impl->query->findNearestPoly(&dest_location[0], &ext[0], &filter, &end_ref, 0);
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