Reverted movement manager to Entity, limited to just entity (NPC/Player)
spawn add timer moved to 1000 ms (or trigger on new spawn)
CombatProcess migrated to either movement check (100ms) or aggro check (every 2s) -- in other words not every 10ms.
Set a 1 ms sleep in the CombinePacketLoop
Fix#78
- Flying mobs only follow pathing when Line of Sight is not established, otherwise they 'free float'
- The runback logic needs to keep the original gridid for NPCs in case they don't properly 'reset'
- In the same respect flying mobs do NOT change their gridid, this causes their return to ghost out of visual sight. Keeping gridid static keeps NPC visual.
Fixes#46
EQ2Map support for Check Line of Sight, BestZ
Spells must be cast in line of sight of target
Melee combat (NPC->NPC/Player) must be in line of sight of target
navmesh support for pathfinding
Fixes#24 - chest traps and the ability to disarm is implemented. Can restrict by zone (or applicable to all zones using -1), min and max chest difficulties.
1 = Small Chest (no trigger)
2 = Treasure Chest (trigger)
3 = Ornate Chest (trigger)
5 = Exquisite Chest (trigger)
DB/updates/chest_traps_tableandsamples.txt included - this will allow you to source in the chest_traps and some 'example' traps (not real ones just testing ones).
Disarm command also required for right click option on chest: insert into commands set type=0,command='disarm',subcommand='',handler=510,required_status=0;