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[Improvement] Flee Overhaul (#4407)
* Lots of flee updates primarily based on TAKPs source * Update Values to EQEmu values. * Add rule * Adjustments to fear pathing * Flee/Pathing adjustments (More TAKP code adjusted) * updates * Updates (Massaged functions from TAKP source) --------- Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
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@@ -116,6 +116,7 @@ public:
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inline const time_t& GetSpawnTimeStamp() const { return spawn_timestamp; }
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virtual const char* GetName() { return ""; }
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bool CheckCoordLosNoZLeaps(float cur_x, float cur_y, float cur_z, float trg_x, float trg_y, float trg_z, float perwalk=1);
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Bot* CastToBot();
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const Bot* CastToBot() const;
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@@ -503,9 +504,10 @@ public:
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Mob* GetTargetForMez(Mob* caster);
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uint32 CheckNPCsClose(Mob *center);
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int FleeAllyCount(Mob* attacker, Mob* skipped);
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Corpse* GetClosestCorpse(Mob* sender, const char *Name);
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void TryWakeTheDead(Mob* sender, Mob* target, int32 spell_id, uint32 max_distance, uint32 duration, uint32 amount_pets);
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NPC* GetClosestBanker(Mob* sender, uint32 &distance);
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NPC* GetClosestBanker(Mob* sender, uint32 &distance);
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void CameraEffect(uint32 duration, float intensity);
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Mob* GetClosestMobByBodyType(Mob* sender, uint8 BodyType, bool skip_client_pets=false);
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void ForceGroupUpdate(uint32 gid);
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