mobs respawn, mob location sync, mobs attack
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@@ -80,7 +80,7 @@ public class MobileFSM {
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if (System.currentTimeMillis() < mob.getLastAttackTime())
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return;
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// ranged mobs cant attack while running. skip until they finally stop.
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if (mob.isMoving())
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if (mob.isMoving() && mob.getRange() > 20)
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return;
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// add timer for last attack.
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ItemBase mainHand = mob.getWeaponItemBase(true);
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@@ -378,18 +378,19 @@ public class MobileFSM {
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rwss.setPlayer(mob);
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DispatchMessage.sendToAllInRange(mob, rwss);
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}
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//mob.updateLocation();
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if(mob.isMoving() == true){
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mob.setLoc(mob.getMovementLoc());
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}
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if(mob.BehaviourType.ordinal() != Enum.MobBehaviourType.Pet1.ordinal()) {
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CheckToSendMobHome(mob);
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}
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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.isMoving()){
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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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switch (mob.BehaviourType) {
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@@ -735,7 +736,7 @@ public class MobileFSM {
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if (mob.BehaviourType.canRoam)
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CheckMobMovement(mob);
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//check if mob can attack if it isn't wimpy
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if (!mob.BehaviourType.isWimpy && !mob.isMoving() && mob.combatTarget != null)
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if (!mob.BehaviourType.isWimpy && mob.combatTarget != null)
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CheckForAttack(mob);
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}
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