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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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+5
-3
@@ -1039,8 +1039,8 @@ void Mob::AI_Process() {
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// Begin: Additions for Wiz Fear Code
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//
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if(RuleB(Combat, EnableFearPathing)){
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if(curfp || (is_blind && !CombatRange(hate_list.GetClosest(this)))) {
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if(IsRooted()) {
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if(curfp) {
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if(IsRooted() || (IsBlind() && CombatRange(hate_list.GetClosest(this)))) {
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//make sure everybody knows were not moving, for appearance sake
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if(IsMoving())
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{
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@@ -1087,7 +1087,9 @@ void Mob::AI_Process() {
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if (engaged)
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{
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if (IsRooted() || is_blind)
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// we are prevented from getting here if we are blind and don't have a target in range
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// from above, so no extra blind checks needed
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if (IsRooted() || IsBlind())
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SetTarget(hate_list.GetClosest(this));
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else
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{
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