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Only loop NPC movement if the NPC has a looping path assigned
Allows paths to terminate. Also fixes a bug where follower NPCs sometimes oscillate their positions.
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@@ -76,6 +76,7 @@ struct EntityRef {
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class BaseNPC : public Entity {
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public:
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sNPCAppearanceData appearanceData = {};
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bool loopingPath = false;
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BaseNPC(int _X, int _Y, int _Z, int angle, uint64_t iID, int t, int id) { // XXX
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x = _X;
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