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Refactor cfp to currently_fleeing for readability
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@@ -864,7 +864,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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}
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CalculateNewFearpoint();
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if(curfp)
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if(currently_fleeing)
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{
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break;
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}
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@@ -3944,8 +3944,8 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
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}
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case SE_Blind:
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if (curfp && !FindType(SE_Fear))
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curfp = false;
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if (currently_fleeing && !FindType(SE_Fear))
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currently_fleeing = false;
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break;
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case SE_Fear:
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@@ -3958,8 +3958,8 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
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CastToClient()->AI_Stop();
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}
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if(curfp) {
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curfp = false;
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if(currently_fleeing) {
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currently_fleeing = false;
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break;
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}
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}
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@@ -3974,7 +3974,7 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
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{
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if(RuleB(Combat, EnableFearPathing)){
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if(flee_mode) {
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curfp = true;
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currently_fleeing = true;
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CheckFlee();
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break;
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}
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