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Fix rogue's evade to be single target
This is also a lot nice performance wise
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@@ -1447,3 +1447,11 @@ bool Mob::PassCharismaCheck(Mob* caster, Mob* spellTarget, uint16 spell_id) {
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return false;
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}
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void Mob::RogueEvade(Mob *other)
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{
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int amount = other->GetHateAmount(this) - (GetLevel() * 13);
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other->SetHate(this, std::max(1, amount));
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return;
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}
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