mobs respawn, mob location sync, mobs attack
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@@ -1299,6 +1299,8 @@ public class Mob extends AbstractIntelligenceAgent {
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Dispatch dispatch;
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try {
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//resync corpses
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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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@@ -1375,8 +1377,7 @@ public class Mob extends AbstractIntelligenceAgent {
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this.combat = false;
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this.walkMode = true;
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this.combatTarget = null;
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//resync corpses
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this.setLoc(this.loc);
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this.hasLoot = this.charItemManager.getInventoryCount() > 0;
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} catch (Exception e) {
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Logger.error(e);
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@@ -1385,6 +1386,7 @@ public class Mob extends AbstractIntelligenceAgent {
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public void respawn() {
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//Commenting out Mob ID rotation.
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this.despawned = false;
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this.playerAgroMap.clear();
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this.setCombatTarget(null);
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this.setHealth(this.healthMax);
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@@ -1396,8 +1398,7 @@ public class Mob extends AbstractIntelligenceAgent {
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this.isAlive.set(true);
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this.deathTime = 0;
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this.lastBindLoc = this.bindLoc;
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//this.setLoc(this.lastBindLoc);
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this.setLoc(bindLoc);
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this.setLoc(this.lastBindLoc);
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this.stopMovement(this.lastBindLoc);
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NPCManager.applyRuneSetEffects(this);
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this.recalculateStats();
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@@ -1410,7 +1411,6 @@ public class Mob extends AbstractIntelligenceAgent {
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//MovementManager.translocate(this, this.bindLoc, this.region);
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if (!this.isSiege && !this.isPlayerGuard && contract == null)
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loadInventory();
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this.despawned = false;
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}
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public void despawn() {
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