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More scanning changes around AE cast
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@@ -2498,9 +2498,6 @@ bool EntityList::RemoveMob(uint16 delete_id)
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auto it = mob_list.find(delete_id);
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if (it != mob_list.end()) {
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RemoveMobFromCloseLists(it->second);
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if (npc_list.count(delete_id)) {
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entity_list.RemoveNPC(delete_id);
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}
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@@ -2530,8 +2527,6 @@ bool EntityList::RemoveMob(Mob *delete_mob)
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auto it = mob_list.begin();
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while (it != mob_list.end()) {
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if (it->second == delete_mob) {
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RemoveMobFromCloseLists(it->second);
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safe_delete(it->second);
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if (!corpse_list.count(it->first)) {
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free_ids.push(it->first);
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@@ -2554,7 +2549,6 @@ bool EntityList::RemoveNPC(uint16 delete_id)
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if (it != npc_list.end()) {
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NPC *npc = it->second;
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RemoveProximity(delete_id);
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RemoveMobFromCloseLists(npc->CastToMob());
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npc_list.erase(it);
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if (npc_limit_list.count(delete_id)) {
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