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Fix rogue's evade to be single target
This is also a lot nice performance wise
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@@ -146,6 +146,7 @@ public:
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virtual int32 GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit, float mit_rating, float atk_rating);
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bool CombatRange(Mob* other);
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virtual inline bool IsBerserk() { return false; } // only clients
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void RogueEvade(Mob *other);
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//Appearance
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void SendLevelAppearance();
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