Fixed an issue where mobs instantly walked after being spotted (#7738)
* Fixed an issue where mobs instantly walked after being spotted MIN_RANDOMWALKTIME was initialized too early * This behavior is only applied on the monster script command
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@@ -1571,6 +1571,12 @@ int mob_randomwalk(struct mob_data *md,t_tick tick)
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nullpo_ret(md);
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// Initialize next_walktime
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if (md->next_walktime == INVALID_TIMER) {
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md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
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return 1;
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}
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if(DIFF_TICK(md->next_walktime,tick)>0 ||
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status_has_mode(&md->status,MD_NORANDOMWALK) ||
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!unit_can_move(&md->bl) ||
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