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Fix, cleanup and simplify the roambox logic and cleanup a bunch of other related code
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+4
-4
@@ -981,7 +981,7 @@ public:
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inline bool CheckAggro(Mob* other) {return hate_list.IsEntOnHateList(other);}
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float CalculateHeadingToTarget(float in_x, float in_y) { return HeadingAngleToMob(in_x, in_y); }
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virtual bool CalculateNewPosition(float x, float y, float z, int speed, bool checkZ = true, bool calcheading = true);
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virtual bool CalculateNewPosition(float x, float y, float z, float speed, bool check_z = true, bool calculate_heading = true);
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float CalculateDistance(float x, float y, float z);
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float GetGroundZ(float new_x, float new_y, float z_offset=0.0);
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void SendTo(float new_x, float new_y, float new_z);
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@@ -989,7 +989,7 @@ public:
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float GetZOffset() const;
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float GetDefaultRaceSize() const;
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void FixZ(int32 z_find_offset = 5);
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float GetFixedZ(glm::vec3 position, int32 z_find_offset = 5);
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float GetFixedZ(glm::vec3 destination, int32 z_find_offset = 5);
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void NPCSpecialAttacks(const char* parse, int permtag, bool reset = true, bool remove = false);
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inline uint32 DontHealMeBefore() const { return pDontHealMeBefore; }
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@@ -1165,7 +1165,7 @@ protected:
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int _GetWalkSpeed() const;
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int _GetRunSpeed() const;
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int _GetFearSpeed() const;
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virtual bool MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, bool checkZ = true, bool calcHeading = true);
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virtual bool MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, bool check_z = true, bool calculate_heading = true);
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virtual bool AI_EngagedCastCheck() { return(false); }
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virtual bool AI_PursueCastCheck() { return(false); }
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@@ -1443,7 +1443,7 @@ protected:
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std::unique_ptr<Timer> AI_feign_remember_timer;
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std::unique_ptr<Timer> AI_check_signal_timer;
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std::unique_ptr<Timer> AI_scan_door_open_timer;
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uint32 pLastFightingDelayMoving;
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uint32 time_until_can_move;
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HateList hate_list;
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std::set<uint32> feign_memory_list;
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// This is to keep track of mobs we cast faction mod spells on
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