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[Cleanup] Consolidate GetHateRandom(), GetHateRandomBot(), GetHateRandomClient(), and GetHateRandomNPC() (#3794)
* [Cleanup] Consolidate GetHateRandomBot(), GetHateRandomClient(), and GetHateRandomNPC() # Notes - These were separate methods and duplicated a lot of code, consolidated into the singular method using the `EntityFilterType`. * Simplify random logic. Use filtered hate list. * D * D
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@@ -41,17 +41,13 @@ public:
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HateList();
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~HateList();
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Mob *GetClosestEntOnHateList(Mob *hater, bool skip_mezzed = false, EntityFilterType entity_type = EntityFilterType::All);
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Mob *GetClosestEntOnHateList(Mob *hater, bool skip_mezzed = false, EntityFilterType filter_type = EntityFilterType::All);
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Mob *GetDamageTopOnHateList(Mob *hater); // didn't add 'skip_mezzed' due to calls being in ::Death()
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Mob *GetMobWithMostHateOnList(Mob *center, Mob *skip = nullptr, bool skip_mezzed = false, EntityFilterType entity_type = EntityFilterType::All);
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Mob *GetRandomMobOnHateList(bool skip_mezzed = false);
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Mob *GetMobWithMostHateOnList(Mob *center, Mob *skip = nullptr, bool skip_mezzed = false, EntityFilterType filter_type = EntityFilterType::All);
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Mob *GetRandomMobOnHateList(EntityFilterType filter_type = EntityFilterType::All);
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Mob *GetMobWithMostHateOnList(bool skip_mezzed = false);
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Mob *GetEscapingMobOnHateList(Mob *center, float range = 0.0f, bool first = false);
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Bot* GetRandomBotOnHateList(bool skip_mezzed = false);
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Client *GetRandomClientOnHateList(bool skip_mezzed = false);
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NPC *GetRandomNPCOnHateList(bool skip_mezzed = false);
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bool IsEntOnHateList(Mob *mob);
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bool IsHateListEmpty();
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bool RemoveEntFromHateList(Mob *ent);
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