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[Cleanup] Cleanup classes.cpp/classes.h (#3752)
* [Cleanup] Cleanup classes.cpp/classes.h # Notes - Remove unused methods and cleanup logic. * Update classes.cpp * Final push.
This commit is contained in:
+34
-34
@@ -2676,7 +2676,7 @@ bool Client::HasSkill(EQ::skills::SkillType skill_id) const {
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}
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bool Client::CanHaveSkill(EQ::skills::SkillType skill_id) const {
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if (ClientVersion() < EQ::versions::ClientVersion::RoF2 && class_ == BERSERKER && skill_id == EQ::skills::Skill1HPiercing)
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if (ClientVersion() < EQ::versions::ClientVersion::RoF2 && class_ == Class::Berserker && skill_id == EQ::skills::Skill1HPiercing)
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skill_id = EQ::skills::Skill2HPiercing;
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return(content_db.GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)) > 0);
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@@ -2684,7 +2684,7 @@ bool Client::CanHaveSkill(EQ::skills::SkillType skill_id) const {
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}
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uint16 Client::MaxSkill(EQ::skills::SkillType skillid, uint16 class_, uint16 level) const {
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if (ClientVersion() < EQ::versions::ClientVersion::RoF2 && class_ == BERSERKER && skillid == EQ::skills::Skill1HPiercing)
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if (ClientVersion() < EQ::versions::ClientVersion::RoF2 && class_ == Class::Berserker && skillid == EQ::skills::Skill1HPiercing)
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skillid = EQ::skills::Skill2HPiercing;
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return(content_db.GetSkillCap(class_, skillid, level));
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@@ -2692,7 +2692,7 @@ uint16 Client::MaxSkill(EQ::skills::SkillType skillid, uint16 class_, uint16 lev
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uint8 Client::SkillTrainLevel(EQ::skills::SkillType skillid, uint16 class_)
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{
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if (ClientVersion() < EQ::versions::ClientVersion::RoF2 && class_ == BERSERKER && skillid == EQ::skills::Skill1HPiercing)
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if (ClientVersion() < EQ::versions::ClientVersion::RoF2 && class_ == Class::Berserker && skillid == EQ::skills::Skill1HPiercing)
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skillid = EQ::skills::Skill2HPiercing;
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return(content_db.GetTrainLevel(class_, skillid, RuleI(Character, MaxLevel)));
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@@ -3028,7 +3028,7 @@ bool Client::BindWound(Mob *bindmob, bool start, bool fail)
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int max_percent = 50 + maxHPBonus;
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if (GetClass() == MONK && GetSkill(EQ::skills::SkillBindWound) > 200) {
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if (GetClass() == Class::Monk && GetSkill(EQ::skills::SkillBindWound) > 200) {
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max_percent = 70 + maxHPBonus;
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}
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@@ -3077,9 +3077,9 @@ bool Client::BindWound(Mob *bindmob, bool start, bool fail)
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else {
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int percent_base = 50;
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if (GetRawSkill(EQ::skills::SkillBindWound) > 200) {
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if ((GetClass() == MONK) || (GetClass() == BEASTLORD))
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if ((GetClass() == Class::Monk) || (GetClass() == Class::Beastlord))
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percent_base = 70;
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else if ((GetLevel() > 50) && ((GetClass() == WARRIOR) || (GetClass() == ROGUE) || (GetClass() == CLERIC)))
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else if ((GetLevel() > 50) && ((GetClass() == Class::Warrior) || (GetClass() == Class::Rogue) || (GetClass() == Class::Cleric)))
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percent_base = 70;
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}
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@@ -4232,7 +4232,7 @@ void Client::UpdateLFP() {
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for(unsigned int i=0; i<MAX_GROUP_MEMBERS; i++) {
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LFPMembers[i].Name[0] = '\0';
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LFPMembers[i].Class = NO_CLASS;
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LFPMembers[i].Class = Class::None;
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LFPMembers[i].Level = 0;
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LFPMembers[i].Zone = 0;
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}
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@@ -4849,7 +4849,7 @@ void Client::HandleLDoNOpen(NPC *target)
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{
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if(target)
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{
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if(target->GetClass() != LDON_TREASURE)
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if(target->GetClass() != Class::LDoNTreasure)
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{
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LogDebug("[{}] tried to open [{}] but [{}] was not a treasure chest",
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GetName(), target->GetName(), target->GetName());
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@@ -4918,7 +4918,7 @@ void Client::HandleLDoNOpen(NPC *target)
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void Client::HandleLDoNSenseTraps(NPC *target, uint16 skill, uint8 type)
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{
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if(target && target->GetClass() == LDON_TREASURE)
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if(target && target->GetClass() == Class::LDoNTreasure)
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{
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if(target->IsLDoNTrapped())
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{
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@@ -4961,7 +4961,7 @@ void Client::HandleLDoNDisarm(NPC *target, uint16 skill, uint8 type)
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{
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if(target)
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{
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if(target->GetClass() == LDON_TREASURE)
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if(target->GetClass() == Class::LDoNTreasure)
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{
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if(!target->IsLDoNTrapped())
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{
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@@ -5011,7 +5011,7 @@ void Client::HandleLDoNPickLock(NPC *target, uint16 skill, uint8 type)
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{
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if(target)
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{
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if(target->GetClass() == LDON_TREASURE)
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if(target->GetClass() == Class::LDoNTreasure)
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{
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if(target->IsLDoNTrapped())
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{
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@@ -8603,20 +8603,20 @@ void Client::InitInnates()
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}
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switch (class_) {
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case DRUID:
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case Class::Druid:
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m_pp.InnateSkills[InnateHarmony] = InnateEnabled;
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break;
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case BARD:
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case Class::Bard:
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m_pp.InnateSkills[InnateReveal] = InnateEnabled;
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break;
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case ROGUE:
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case Class::Rogue:
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m_pp.InnateSkills[InnateSurprise] = InnateEnabled;
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m_pp.InnateSkills[InnateReveal] = InnateEnabled;
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break;
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case RANGER:
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case Class::Ranger:
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m_pp.InnateSkills[InnateAwareness] = InnateEnabled;
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break;
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case MONK:
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case Class::Monk:
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m_pp.InnateSkills[InnateSurprise] = InnateEnabled;
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m_pp.InnateSkills[InnateAwareness] = InnateEnabled;
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default:
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@@ -9754,7 +9754,7 @@ std::vector<int> Client::GetLearnableDisciplines(uint8 min_level, uint8 max_leve
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continue;
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}
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if (spells[spell_id].classes[WARRIOR] == 0) {
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if (spells[spell_id].classes[Class::Warrior] == 0) {
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continue;
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}
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@@ -9825,7 +9825,7 @@ std::vector<int> Client::GetScribeableSpells(uint8 min_level, uint8 max_level) {
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continue;
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}
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if (spells[spell_id].classes[WARRIOR] == 0) {
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if (spells[spell_id].classes[Class::Warrior] == 0) {
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continue;
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}
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@@ -10694,37 +10694,37 @@ uint16 Client::LearnDisciplines(uint8 min_level, uint8 max_level)
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uint16 Client::GetClassTrackingDistanceMultiplier(uint16 class_) {
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switch (class_) {
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case WARRIOR:
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case Class::Warrior:
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return RuleI(Character, WarriorTrackingDistanceMultiplier);
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case CLERIC:
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case Class::Cleric:
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return RuleI(Character, ClericTrackingDistanceMultiplier);
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case PALADIN:
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case Class::Paladin:
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return RuleI(Character, PaladinTrackingDistanceMultiplier);
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case RANGER:
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case Class::Ranger:
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return RuleI(Character, RangerTrackingDistanceMultiplier);
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case SHADOWKNIGHT:
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case Class::ShadowKnight:
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return RuleI(Character, ShadowKnightTrackingDistanceMultiplier);
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case DRUID:
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case Class::Druid:
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return RuleI(Character, DruidTrackingDistanceMultiplier);
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case MONK:
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case Class::Monk:
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return RuleI(Character, MonkTrackingDistanceMultiplier);
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case BARD:
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case Class::Bard:
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return RuleI(Character, BardTrackingDistanceMultiplier);
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case ROGUE:
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case Class::Rogue:
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return RuleI(Character, RogueTrackingDistanceMultiplier);
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case SHAMAN:
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case Class::Shaman:
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return RuleI(Character, ShamanTrackingDistanceMultiplier);
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case NECROMANCER:
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case Class::Necromancer:
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return RuleI(Character, NecromancerTrackingDistanceMultiplier);
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case WIZARD:
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case Class::Wizard:
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return RuleI(Character, WizardTrackingDistanceMultiplier);
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case MAGICIAN:
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case Class::Magician:
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return RuleI(Character, MagicianTrackingDistanceMultiplier);
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case ENCHANTER:
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case Class::Enchanter:
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return RuleI(Character, EnchanterTrackingDistanceMultiplier);
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case BEASTLORD:
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case Class::Beastlord:
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return RuleI(Character, BeastlordTrackingDistanceMultiplier);
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case BERSERKER:
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case Class::Berserker:
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return RuleI(Character, BerserkerTrackingDistanceMultiplier);
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default:
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return 0;
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