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Do not tick dead players.
This fixes the "dancing in Fusion Matter" bug. Also (temporarily?) added updateNPCPosition() to the suppression list. Might want to take it out again (along with some of the other ones) if we do end up implementing Chunk GC.
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@ -547,6 +547,10 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
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Player *plr = pair.second.plr;
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bool transmit = false;
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// do not tick dead players
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if (plr->HP <= 0)
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continue;
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// fm patch/lake damage
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if (plr->dotDamage)
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dealGooDamage(sock, 150);
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@ -615,4 +619,4 @@ std::pair<int,int> MobManager::getDamage(int attackPower, int defensePower, bool
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}
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return ret;
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}
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}
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