More enforcement for spawns running away in hail conversation for Fix #5
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@ -3845,6 +3845,7 @@ void Spawn::FaceTarget(float x, float z){
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void Spawn::FaceTarget(Spawn* target, bool disable_action_state){
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void Spawn::FaceTarget(Spawn* target, bool disable_action_state){
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if(!target)
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if(!target)
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return;
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return;
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FaceTarget(target->GetX(), target->GetZ());
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if(GetHP() > 0 && target->IsPlayer() && !EngagedInCombat()){
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if(GetHP() > 0 && target->IsPlayer() && !EngagedInCombat()){
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if(!IsPet() && disable_action_state) {
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if(!IsPet() && disable_action_state) {
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if(IsNPC()) {
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if(IsNPC()) {
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@ -3854,7 +3855,6 @@ void Spawn::FaceTarget(Spawn* target, bool disable_action_state){
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SetTempActionState(0);
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SetTempActionState(0);
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}
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}
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}
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}
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FaceTarget(target->GetX(), target->GetZ());
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}
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}
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bool Spawn::MeetsSpawnAccessRequirements(Player* player){
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bool Spawn::MeetsSpawnAccessRequirements(Player* player){
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