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Mob movement smoothening + Bugfixes
* Mobs now move at a tickrate per second of 2 as opposed to less than 1 before. * How lerping works was changed slightly, mobs are bumped down to half the speed to account for the higher tickrate. * Damage formula was altered to more closely match the OG game.
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@@ -104,5 +104,5 @@ namespace MobManager {
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void killMob(CNSocket *sock, Mob *mob);
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void giveReward(CNSocket *sock);
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std::pair<int,int> lerp(int, int, int, int, int);
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std::pair<int,int> getDamage(int, int, bool);
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std::pair<int,int> getDamage(int, int, bool, int);
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}
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