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Implemented pass-thru for Mob::CalculateNewPosition2(...) arguments 'fixZ' and 'calcHeading'
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+3
-3
@@ -969,8 +969,8 @@ public:
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inline bool CheckAggro(Mob* other) {return hate_list.IsEntOnHateList(other);}
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float CalculateHeadingToTarget(float in_x, float in_y);
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bool CalculateNewPosition(float x, float y, float z, int speed, bool checkZ = false, bool calcheading = true);
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virtual bool CalculateNewPosition2(float x, float y, float z, int speed, bool checkZ = true, bool calcheading = true);
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bool CalculateNewPosition(float x, float y, float z, int speed, bool checkZ = false, bool calcHeading = true);
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virtual bool CalculateNewPosition2(float x, float y, float z, int speed, bool checkZ = true, bool calcHeading = true);
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float CalculateDistance(float x, float y, float z);
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float GetGroundZ(float new_x, float new_y, float z_offset=0.0);
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void SendTo(float new_x, float new_y, float new_z);
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@@ -1152,7 +1152,7 @@ protected:
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int _GetWalkSpeed() const;
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int _GetRunSpeed() const;
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int _GetFearSpeed() const;
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virtual bool MakeNewPositionAndSendUpdate(float x, float y, float z, int speed);
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virtual bool MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, bool checkZ = true, bool calcHeading = true);
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virtual bool AI_EngagedCastCheck() { return(false); }
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virtual bool AI_PursueCastCheck() { return(false); }
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