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[Pathing] Improvements to handling tight corridors pathing, clipping detection and recovery (#2826)
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@@ -1451,6 +1451,8 @@ public:
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void SetManualFollow(bool flag) { m_manual_follow = flag; }
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bool GetManualFollow() const { return m_manual_follow; }
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void DrawDebugCoordinateNode(std::string node_name, const glm::vec4 vec);
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protected:
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void CommonDamage(Mob* other, int64 &damage, const uint16 spell_id, const EQ::skills::SkillType attack_skill, bool &avoidable, const int8 buffslot, const bool iBuffTic, eSpecialAttacks specal = eSpecialAttacks::None);
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static uint16 GetProcID(uint16 spell_id, uint8 effect_index);
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