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A bunch of send position changes, rename navigateto
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+3
-10
@@ -1827,7 +1827,6 @@ bool Bot::Process() {
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if(tic_timer.Check()) {
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//6 seconds, or whatever the rule is set to has passed, send this position to everyone to avoid ghosting
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if(!IsMoving() && !IsEngaged()) {
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SendPosition();
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if(IsSitting()) {
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if(!rest_timer.Enabled())
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rest_timer.Start(RuleI(Character, RestRegenTimeToActivate) * 1000);
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@@ -2717,8 +2716,6 @@ void Bot::AI_Process() {
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else {
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if (IsMoving())
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StopMoving();
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else
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SendPosition();
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return;
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}
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@@ -2743,8 +2740,6 @@ void Bot::AI_Process() {
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} // end not in combat range
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if (!IsMoving() && !spellend_timer.Enabled()) { // This may actually need work...
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SendPosition();
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if (GetBotStance() == BotStancePassive)
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return;
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@@ -3028,8 +3023,7 @@ void Bot::PetAIProcess() {
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if(moved) {
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moved = false;
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StopNavigation();
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botPet->SendPosition();
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botPet->SetMoving(false);
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botPet->StopNavigation();
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}
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}
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}
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@@ -3056,8 +3050,7 @@ void Bot::PetAIProcess() {
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if(moved) {
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moved = false;
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StopNavigation();
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botPet->SendPosition();
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botPet->SetMoving(false);
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botPet->StopNavigation();
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}
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}
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break;
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@@ -3119,7 +3112,7 @@ bool Bot::Spawn(Client* botCharacterOwner) {
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entity_list.AddBot(this, true, true);
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// Load pet
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LoadPet();
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this->SendPosition();
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SentPositionPacket(0.0f, 0.0f, 0.0f, 0.0f, 0);
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// there is something askew with spawn struct appearance fields...
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// I re-enabled this until I can sort it out
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uint32 itemID = 0;
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