Fixed an issue causing a build up of pulses when regions are unloaded and npcs are still navigating back to their spawns
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@@ -462,7 +462,8 @@ public class NPC extends Entity {
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getLocks().lockMovement(100);
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getImpactHandler().setDisabledTicks(100);
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setAttribute("return-to-spawn", true);
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GameWorld.getPulser().submit(new MovementPulse(this, getProperties().getSpawnLocation(), Pathfinder.SMART) {
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MovementPulse returnPulse = new MovementPulse(this, getProperties().getSpawnLocation(), Pathfinder.SMART) {
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@Override
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public boolean pulse() {
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getProperties().getCombatPulse().stop();
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@@ -470,9 +471,13 @@ public class NPC extends Entity {
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fullRestore();
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getImpactHandler().setDisabledTicks(0);
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removeAttribute("return-to-spawn");
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removeAttribute("return-to-spawn-pulse");
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return true;
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}
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});
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};
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setAttribute("return-to-spawn-pulse", returnPulse);
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GameWorld.getPulser().submit(returnPulse);
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return;
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}
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if (dialoguePlayer == null || !dialoguePlayer.isActive() || !dialoguePlayer.getInterfaceManager().hasChatbox()) {
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@@ -528,6 +533,14 @@ public class NPC extends Entity {
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getWalkingQueue().reset();
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getPulseManager().clear();
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getUpdateMasks().reset();
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if (getAttribute("return-to-spawn", false)) {
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this.location = getProperties().getSpawnLocation();
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MovementPulse returnPulse = getAttribute("return-to-spawn-pulse");
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if (returnPulse != null) {
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returnPulse.pulse();
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returnPulse.stop();
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}
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}
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Repository.removeRenderableNPC(this);
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if (getViewport().getRegion() instanceof DynamicRegion) {
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clear();
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