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Reworked blind running around
This should be more in line with how we do current fearpath stuff and with live.
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@@ -768,6 +768,7 @@ public:
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inline void StartFleeing() { flee_mode = true; CalculateNewFearpoint(); }
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void ProcessFlee();
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void CheckFlee();
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inline bool IsBlind() { return spellbonuses.IsBlind; }
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inline bool CheckAggro(Mob* other) {return hate_list.IsOnHateList(other);}
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float CalculateHeadingToTarget(float in_x, float in_y);
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@@ -1190,7 +1191,6 @@ protected:
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float fear_walkto_y;
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float fear_walkto_z;
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bool curfp;
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bool is_blind;
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// Pathing
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//
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