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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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@@ -300,7 +300,7 @@ IPathfinder::IPath PathfinderNavmesh::FindPath(const glm::vec3 &start, const glm
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return IPath();
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}
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glm::vec3 PathfinderNavmesh::GetRandomLocation(const glm::vec3 &start)
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glm::vec3 PathfinderNavmesh::GetRandomLocation(const glm::vec3 &start, int flags)
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{
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if (start.x == 0.0f && start.y == 0.0)
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return glm::vec3(0.f);
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@@ -315,7 +315,7 @@ glm::vec3 PathfinderNavmesh::GetRandomLocation(const glm::vec3 &start)
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}
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dtQueryFilter filter;
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filter.setIncludeFlags(65535U ^ 2048);
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filter.setIncludeFlags(flags);
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filter.setAreaCost(0, 1.0f); //Normal
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filter.setAreaCost(1, 3.0f); //Water
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filter.setAreaCost(2, 5.0f); //Lava
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