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Added Nullptr check + Made mob abilities less frequent
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@ -556,8 +556,12 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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int distance = hypot(plr->x - mob->appearanceData.iX, plr->y - mob->appearanceData.iY);
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int mobRange = (int)mob->data["m_iAtkRange"] + (int)mob->data["m_iRadius"];
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if (currTime >= mob->nextAttack)
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useAbilities(mob, currTime);
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if (currTime >= mob->nextAttack) {
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if (mob->nextAttack != 0 || rand()%4 == 0)
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useAbilities(mob, currTime);
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if (mob->target == nullptr)
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return;
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}
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/*
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* If the mob is close enough to attack, do so. If not, get closer.
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* No, I'm not 100% sure this is how it's supposed to work.
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