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[Cleanup] Cleanup Special Ability Code (#4365)
* [Cleanup] Cleanup Special Ability-based Code * Update emu_constants.cpp * Update emu_constants.cpp * Update emu_constants.cpp * Update special_ability.cpp * Cleanup * Update emu_constants.cpp
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+6
-6
@@ -44,7 +44,7 @@ void Mob::CheckFlee()
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}
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//dont bother if we are immune to fleeing
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if (GetSpecialAbility(IMMUNE_FLEEING) || spellbonuses.ImmuneToFlee) {
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if (GetSpecialAbility(SpecialAbility::FleeingImmunity) || spellbonuses.ImmuneToFlee) {
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LogFlee("Mob [{}] is immune to fleeing via special ability or spell bonus", GetCleanName());
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return;
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}
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@@ -60,7 +60,7 @@ void Mob::CheckFlee()
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}
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int hp_ratio = GetIntHPRatio();
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int flee_ratio = GetSpecialAbility(FLEE_PERCENT); // if a special flee_percent exists
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int flee_ratio = GetSpecialAbility(SpecialAbility::FleePercent); // if a special SpecialAbility::FleePercent exists
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Mob *hate_top = GetHateTop();
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LogFlee("Mob [{}] hp_ratio [{}] flee_ratio [{}]", GetCleanName(), hp_ratio, flee_ratio);
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@@ -137,10 +137,10 @@ void Mob::CheckFlee()
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);
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// If we got here we are allowed to roll on flee chance if there is not other hated NPC's in the area.
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// ALWAYS_FLEE, skip roll
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// SpecialAbility::AlwaysFlee, skip roll
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// if FleeIfNotAlone is true, we skip alone check
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// roll chance
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if (GetSpecialAbility(ALWAYS_FLEE) ||
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if (GetSpecialAbility(SpecialAbility::AlwaysFlee) ||
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((RuleB(Combat, FleeIfNotAlone) || entity_list.GetHatedCount(hate_top, this, true) == 0) &&
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zone->random.Roll(flee_chance))) {
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@@ -164,14 +164,14 @@ void Mob::ProcessFlee()
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//Stop fleeing if effect is applied after they start to run.
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//When ImmuneToFlee effect fades it will turn fear back on and check if it can still flee.
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if (flee_mode && (GetSpecialAbility(IMMUNE_FLEEING) || spellbonuses.ImmuneToFlee) &&
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if (flee_mode && (GetSpecialAbility(SpecialAbility::FleeingImmunity) || spellbonuses.ImmuneToFlee) &&
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!spellbonuses.IsFeared && !spellbonuses.IsBlind) {
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currently_fleeing = false;
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return;
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}
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int hpratio = GetIntHPRatio();
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int fleeratio = GetSpecialAbility(FLEE_PERCENT); // if a special flee_percent exists
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int fleeratio = GetSpecialAbility(SpecialAbility::FleePercent); // if a special SpecialAbility::FleePercent exists
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Mob *hate_top = GetHateTop();
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// If no special flee_percent check for Gray or Other con rates
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