|  |  |  | @ -174,12 +174,6 @@ public class MobileFSM {@@ -174,12 +174,6 @@ public class MobileFSM { | 
			
		
	
		
			
				
					|  |  |  |  |             rwss.setPlayer(mob); | 
			
		
	
		
			
				
					|  |  |  |  |             DispatchMessage.sendToAllInRange(mob, rwss); | 
			
		
	
		
			
				
					|  |  |  |  |         } | 
			
		
	
		
			
				
					|  |  |  |  |         if (mob.isMoving() == true) { | 
			
		
	
		
			
				
					|  |  |  |  |             //early exit for a mob who is already moving to a patrol point
 | 
			
		
	
		
			
				
					|  |  |  |  |             //while mob moving, update lastPatrolTime so that when they stop moving the 10 second timer can begin
 | 
			
		
	
		
			
				
					|  |  |  |  |             mob.stopPatrolTime = System.currentTimeMillis(); | 
			
		
	
		
			
				
					|  |  |  |  |             return; | 
			
		
	
		
			
				
					|  |  |  |  |         } | 
			
		
	
		
			
				
					|  |  |  |  |         int patrolDelay = ThreadLocalRandom.current().nextInt((int)(MBServerStatics.AI_PATROL_DIVISOR * 0.5f), MBServerStatics.AI_PATROL_DIVISOR) + MBServerStatics.AI_PATROL_DIVISOR; | 
			
		
	
		
			
				
					|  |  |  |  |         if (mob.stopPatrolTime + (patrolDelay * 1000) > System.currentTimeMillis()) | 
			
		
	
		
			
				
					|  |  |  |  |             //early exit while waiting to patrol again
 | 
			
		
	
	
		
			
				
					|  |  |  | @ -337,6 +331,9 @@ public class MobileFSM {@@ -337,6 +331,9 @@ public class MobileFSM { | 
			
		
	
		
			
				
					|  |  |  |  |         } | 
			
		
	
		
			
				
					|  |  |  |  |         mob.updateLocation(); | 
			
		
	
		
			
				
					|  |  |  |  |         CheckToSendMobHome(mob); | 
			
		
	
		
			
				
					|  |  |  |  |         if(mob.combatTarget != null && mob.combatTarget.isAlive() == false){ | 
			
		
	
		
			
				
					|  |  |  |  |             mob.setCombatTarget(null); | 
			
		
	
		
			
				
					|  |  |  |  |         } | 
			
		
	
		
			
				
					|  |  |  |  |         switch (mob.BehaviourType) { | 
			
		
	
		
			
				
					|  |  |  |  |             case GuardCaptain: | 
			
		
	
		
			
				
					|  |  |  |  |                 GuardCaptainLogic(mob); | 
			
		
	
	
		
			
				
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