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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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@@ -75,7 +75,7 @@ public:
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virtual IPath FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &stuck, int flags = PathingNotDisabled) = 0;
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virtual IPath FindPath(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &stuck, const PathfinderOptions& opts) = 0;
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virtual glm::vec3 GetRandomLocation(const glm::vec3 &start) = 0;
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virtual glm::vec3 GetRandomLocation(const glm::vec3 &start, int flags = PathingNotDisabled) = 0;
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virtual void DebugCommand(Client *c, const Seperator *sep) = 0;
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static IPathfinder *Load(const std::string &zone);
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