fix for mob sync and ghost mobs
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@@ -377,7 +377,10 @@ 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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//mob.updateLocation();
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if(mob.isMoving()){
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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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@@ -1396,7 +1396,8 @@ 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(this.lastBindLoc);
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this.setLoc(bindLoc);
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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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@@ -1406,7 +1407,7 @@ public class Mob extends AbstractIntelligenceAgent {
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} else if (this.building != null) {
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this.region = BuildingManager.GetRegion(this.building, bindLoc.x, bindLoc.y, bindLoc.z);
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}
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MovementManager.translocate(this, this.bindLoc, this.region);
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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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