remove movement sync
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@@ -384,15 +384,15 @@ public class MobileFSM {
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if (mob.combatTarget != null && mob.combatTarget.isAlive() == false) {
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mob.setCombatTarget(null);
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}
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mob.updateLocation();
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if(mob.getTimestamps().containsKey("MOVEMENTSYNC") == false){
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mob.getTimestamps().put("MOVEMENTSYNC",System.currentTimeMillis());
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}
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if(mob.getTimeStamp("MOVEMENTSYNC") < System.currentTimeMillis() + 1000){
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mob.getTimestamps().put("MOVEMENTSYNC",System.currentTimeMillis());
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//mob.updateLocation();
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//if(mob.getTimestamps().containsKey("MOVEMENTSYNC") == false){
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// mob.getTimestamps().put("MOVEMENTSYNC",System.currentTimeMillis());
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//}
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//if(mob.getTimeStamp("MOVEMENTSYNC") < System.currentTimeMillis() + 1000){
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// mob.getTimestamps().put("MOVEMENTSYNC",System.currentTimeMillis());
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mob.setLoc(mob.getMovementLoc());
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}
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// mob.setLoc(mob.getMovementLoc());
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//}
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switch (mob.BehaviourType) {
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case GuardCaptain:
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GuardCaptainLogic(mob);
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@@ -1295,7 +1295,7 @@ public class Mob extends AbstractIntelligenceAgent {
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try {
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//resync corpses
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this.setLoc(this.getMovementLoc());
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//this.setLoc(this.getMovementLoc());
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if (this.isSiege) {
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this.deathTime = System.currentTimeMillis();
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//this.state = STATE.Dead;
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