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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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@@ -181,7 +181,7 @@ IPathfinder::IPath PathfinderWaypoint::FindRoute(const glm::vec3 &start, const g
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return IPath();
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}
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glm::vec3 PathfinderWaypoint::GetRandomLocation(const glm::vec3 &start)
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glm::vec3 PathfinderWaypoint::GetRandomLocation(const glm::vec3 &start, int flags)
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{
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if (m_impl->Nodes.size() > 0) {
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auto idx = zone->random.Int(0, (int)m_impl->Nodes.size() - 1);
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