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Fix rogue's evade to be single target
This is also a lot nice performance wise
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+10
-8
@@ -3478,21 +3478,23 @@ void Client::Handle_OP_Hide(const EQApplicationPacket *app)
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}
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if(GetClass() == ROGUE){
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EQApplicationPacket *outapp = new EQApplicationPacket(OP_SimpleMessage,sizeof(SimpleMessage_Struct));
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SimpleMessage_Struct *msg=(SimpleMessage_Struct *)outapp->pBuffer;
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msg->color=0x010E;
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if (!auto_attack && entity_list.Fighting(this)) {
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SimpleMessage_Struct *msg = (SimpleMessage_Struct *)outapp->pBuffer;
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msg->color = 0x010E;
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Mob *evadetar = GetTarget();
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if (!auto_attack && (evadetar && evadetar->CheckAggro(this)
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&& evadetar->IsNPC())) {
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if (MakeRandomInt(0, 260) < (int)GetSkill(SkillHide)) {
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msg->string_id=343;
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entity_list.Evade(this);
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msg->string_id = EVADE_SUCCESS;
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RogueEvade(evadetar);
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} else {
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msg->string_id=344;
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msg->string_id = EVADE_FAIL;
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}
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} else {
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if (hidden){
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msg->string_id=346;
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msg->string_id = HIDE_SUCCESS;
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}
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else {
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msg->string_id=345;
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msg->string_id = HIDE_FAIL;
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}
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}
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FastQueuePacket(&outapp);
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