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@@ -180,7 +180,7 @@ void MovementAIComponent::Update(const float deltaTime) {
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SetPath(waypoints);
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} else if (m_Path->pathBehavior == PathBehavior::Once) {
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// In this case we intended to follow a path and once we've followed it we camp there, otherwise we'd just wander home again.
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m_BaseCombatAI->SetStartingPosition(m_SourcePosition);
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if (m_BaseCombatAI) m_BaseCombatAI->SetStartingPosition(m_SourcePosition);
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Stop();
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return;
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}
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@@ -459,7 +459,7 @@ void MovementAIComponent::RunWaypointCommands(uint32_t waypointNum) {
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if (inventoryComponent) {
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// items should always exist
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auto* const item = inventoryComponent->GetInventory(eInventoryType::ITEMS)->FindItemBySlot(0);
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inventoryComponent->EquipItem(item);
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if (item) inventoryComponent->EquipItem(item);
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}
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break;
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}
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@@ -468,19 +468,19 @@ void MovementAIComponent::RunWaypointCommands(uint32_t waypointNum) {
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if (inventoryComponent) {
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// items should always exist
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auto* const item = inventoryComponent->GetInventory(eInventoryType::ITEMS)->FindItemBySlot(0);
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inventoryComponent->UnEquipItem(item);
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if (item) inventoryComponent->UnEquipItem(item);
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}
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break;
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}
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// case eWaypointCommandType::DELAY: {
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case eWaypointCommandType::DELAY: {
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// Pause(GeneralUtils::TryParse<float>(data).value_or(0.0f));
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// break;
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// }
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break;
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}
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case eWaypointCommandType::EMOTE: {
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// m_Delay = RenderComponent::GetAnimationTime(m_Parent, data);
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// const auto emoteID = GeneralUtils::TryParse<uint32_t>(data);
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// if (emoteID) GameMessages::SendPlayEmote(m_Parent->GetObjectID(), emoteID.value(), LWOOBJID_EMPTY, UNASSIGNED_SYSTEM_ADDRESS);
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// break;
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break;
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}
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case eWaypointCommandType::TELEPORT: break;
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case eWaypointCommandType::PATH_SPEED: m_BaseSpeed = GetBaseSpeed(m_Parent->GetLOT()) * GeneralUtils::TryParse<float>(data).value_or(1.0f); break;
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