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@ -2099,6 +2099,7 @@ Macro pathing test
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Actually fix pathing spinlock
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Support for observing ai entities
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ServerGroundMovementTree supports collidable entities
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ServerGroundMovementTree geom work
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@ -290,7 +290,10 @@ public class ServerGroundMovementTree implements BehaviorTree {
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CreatureUtils.setVelocity(parent, velocity);
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}
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if(body == null){
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ServerEntityUtils.repositionEntity(parent, new Vector3d(position).add(velocity,velocity,velocity));
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Vector3d velVec = new Vector3d(movementVector);
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velVec.mul(velocity * Globals.engineState.timekeeper.getSimFrameTime());
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velVec.add(position);
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ServerEntityUtils.repositionEntity(parent, velVec);
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} else {
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body.enable();
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body.setLinearVel(
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@ -339,7 +342,10 @@ public class ServerGroundMovementTree implements BehaviorTree {
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this.updateVelocity();
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float velocity = this.getModifiedVelocity();
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if(body == null){
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ServerEntityUtils.repositionEntity(parent, new Vector3d(position).add(velocity,velocity,velocity));
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Vector3d velVec = new Vector3d(movementVector);
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velVec.mul(velocity * Globals.engineState.timekeeper.getSimFrameTime());
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velVec.add(position);
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ServerEntityUtils.repositionEntity(parent, velVec);
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} else {
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body.enable();
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body.setLinearVel(
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@ -407,7 +413,10 @@ public class ServerGroundMovementTree implements BehaviorTree {
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GravityUtils.serverAttemptActivateGravity(parent);
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}
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if(body == null){
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ServerEntityUtils.repositionEntity(parent, new Vector3d(position).add(velocity,velocity,velocity));
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Vector3d velVec = new Vector3d(movementVector);
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velVec.mul(velocity * Globals.engineState.timekeeper.getSimFrameTime());
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velVec.add(position);
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ServerEntityUtils.repositionEntity(parent, velVec);
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} else {
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body.enable();
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body.setLinearVel(
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@ -44,7 +44,7 @@ public class AIManager {
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/**
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* Controls whether the ai manager should simulate each frame or not
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*/
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private boolean active = true;
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private boolean active = false;
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/**
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* The timer service
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