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Switched out our kinda juryrigged vector types for glm::vec types since we use that as a 3d math library already but never switched out the types
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@@ -898,7 +898,7 @@ bool Bot::AIDoSpellCast(uint8 i, Mob* tar, int32 mana_cost, uint32* oDontDoAgain
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if (AIspells[i].type & SpellType_Escape) {
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dist2 = 0;
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} else
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dist2 = ComparativeDistance(m_Position, tar->GetPosition());
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dist2 = DistanceSquared(m_Position, tar->GetPosition());
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if (((((spells[AIspells[i].spellid].targettype==ST_GroupTeleport && AIspells[i].type==2)
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|| spells[AIspells[i].spellid].targettype==ST_AECaster
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@@ -1755,7 +1755,7 @@ Mob* Bot::GetFirstIncomingMobToMez(Bot* botCaster, BotSpell botSpell) {
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for(std::list<NPC*>::iterator itr = npc_list.begin(); itr != npc_list.end(); ++itr) {
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NPC* npc = *itr;
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if(ComparativeDistanceNoZ(npc->GetPosition(), botCaster->GetPosition()) <= botCaster->GetActSpellRange(botSpell.SpellId, spells[botSpell.SpellId].range)) {
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if(DistanceSquaredNoZ(npc->GetPosition(), botCaster->GetPosition()) <= botCaster->GetActSpellRange(botSpell.SpellId, spells[botSpell.SpellId].range)) {
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if(!npc->IsMezzed()) {
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if(botCaster->HasGroup()) {
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Group* g = botCaster->GetGroup();
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