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Switched MobManager::step() to the timer.
It doesn't really need to run on every shard step. This makes it a lot less hot.
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@@ -9,6 +9,8 @@
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std::map<int32_t, Mob*> MobManager::Mobs;
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void MobManager::init() {
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REGISTER_SHARD_TIMER(step, 200);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ATTACK_NPCs, pcAttackNpcs);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_COMBAT_BEGIN, combatBegin);
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@@ -207,7 +209,7 @@ void MobManager::roamingStep(Mob *mob, time_t currTime) {
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}
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}
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void MobManager::step(time_t currTime) {
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void MobManager::step(CNServer *serv, time_t currTime) {
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for (auto& pair : Mobs) {
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int x = pair.second->appearanceData.iX;
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int y = pair.second->appearanceData.iY;
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