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Re-Push Refactoring changes before without broken functionality
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+4
-4
@@ -819,7 +819,7 @@ void Client::AI_Process()
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{
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if(AItarget_check_timer->Check())
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{
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SetTarget(hate_list.GetEntWithMostHateInRange(this));
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SetTarget(hate_list.GetEntWithMostHateOnList(this));
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}
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}
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@@ -1096,11 +1096,11 @@ void Mob::AI_Process() {
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{
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if (IsFocused()) {
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if (!target) {
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SetTarget(hate_list.GetEntWithMostHateInRange(this));
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SetTarget(hate_list.GetEntWithMostHateOnList(this));
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}
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} else {
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if (!ImprovedTaunt())
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SetTarget(hate_list.GetEntWithMostHateInRange(this));
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SetTarget(hate_list.GetEntWithMostHateOnList(this));
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}
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}
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@@ -1374,7 +1374,7 @@ void Mob::AI_Process() {
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//underwater stuff only works with water maps in the zone!
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if(IsNPC() && CastToNPC()->IsUnderwaterOnly() && zone->HasWaterMap()) {
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if(!zone->watermap->InLiquid(target->GetX(), target->GetY(), target->GetZ())) {
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Mob *tar = hate_list.GetEntWithMostHateInRange(this);
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Mob *tar = hate_list.GetEntWithMostHateOnList(this);
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if(tar == target) {
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WipeHateList();
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Heal();
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