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[XTarget] Performance Improvement After Corpse Change (#1918)
Removed a conditional that was rendered obsolete by moving the addition of a mob to the auto haters list to fire after an IsValidXTarget check. This made an entity_list call unnecessary. [zone/client.cpp] Removed said unnecessary entity_list call. [zone/client.cpp] Removed a superfluous call to ProcessXTargetAutoHaters [zone/attack.cpp]
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@ -1799,7 +1799,6 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, EQ::skills::Skill
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entity_list.RemoveFromTargets(this, true);
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hate_list.RemoveEntFromHateList(this);
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RemoveAutoXTargets();
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ProcessXTargetAutoHaters();
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//remove ourself from all proximities
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ClearAllProximities();
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@ -7426,9 +7426,7 @@ void Client::ProcessXTargetAutoHaters()
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std::queue<int> empty_slots;
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for (int i = 0; i < GetMaxXTargets(); ++i) {
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if (XTargets[i].Type != Auto)
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continue;
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auto *mob = entity_list.GetMob(XTargets[i].ID);
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continue;
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if (XTargets[i].ID != 0 && !GetXTargetAutoMgr()->contains_mob(XTargets[i].ID)) {
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XTargets[i].ID = 0;
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@ -7436,12 +7434,6 @@ void Client::ProcessXTargetAutoHaters()
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XTargets[i].dirty = true;
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}
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if (XTargets[i].ID != 0 && mob && !mob->IsValidXTarget()) {
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XTargets[i].ID = 0;
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XTargets[i].Name[0] = 0;
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XTargets[i].dirty = true;
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}
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if (XTargets[i].ID == 0) {
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empty_slots.push(i);
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continue;
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