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Some minor cleanup. [skip ci]
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+4
-4
@@ -481,7 +481,7 @@ void EntityList::AIYellForHelp(Mob* sender, Mob* attacker) {
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}
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/*
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solar: returns false if attack should not be allowed
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returns false if attack should not be allowed
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I try to list every type of conflict that's possible here, so it's easy
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to see how the decision is made. Yea, it could be condensed and made
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faster, but I'm doing it this way to make it readable and easy to modify
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@@ -550,7 +550,7 @@ bool Mob::IsAttackAllowed(Mob *target, bool isSpellAttack)
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}
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}
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// solar: the format here is a matrix of mob type vs mob type.
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// the format here is a matrix of mob type vs mob type.
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// redundant ones are omitted and the reverse is tried if it falls through.
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// first figure out if we're pets. we always look at the master's flags.
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@@ -701,7 +701,7 @@ type', in which case, the answer is yes.
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}
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// solar: this is to check if non detrimental things are allowed to be done
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// this is to check if non detrimental things are allowed to be done
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// to the target. clients cannot affect npcs and vice versa, and clients
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// cannot affect other clients that are not of the same pvp flag as them.
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// also goes for their pets
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@@ -717,7 +717,7 @@ bool Mob::IsBeneficialAllowed(Mob *target)
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if (target->GetAllowBeneficial())
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return true;
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// solar: see IsAttackAllowed for notes
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// see IsAttackAllowed for notes
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// first figure out if we're pets. we always look at the master's flags.
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// no need to compare pets to anything
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