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[Quest API] Add GetRandomClient(), GetRandomMob() and GetRandomNPC() overloads to Perl/Lua. (#2541)
* [Quest API] Add GetRandomClient(), GetRandomMob() and GetRandomNPC() overloads to Perl/Lua. # Perl - Add `$entity_list->GetRandomClient()` to Perl. - Add `$entity_list->GetRandomMob()` to Perl. - Add `$entity_list->GetRandomNPC()` to Perl. # Lua - Add `eq.get_entity_list():GetRandomClient()` to Lua. - Add `eq.get_entity_list():GetRandomMob()` to Lua. - Add `eq.get_entity_list():GetRandomNPC()` to Lua. # Notes - We didn't have overloads before without XYZ, so was harder to do a zone-wide random. * Update lua_entity_list.cpp
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@@ -189,9 +189,9 @@ public:
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Client *GetClientByWID(uint32 iWID);
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Client *GetClientByLSID(uint32 iLSID);
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Client *GetClient(uint32 ip, uint16 port);
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Client* GetRandomClient(const glm::vec3& location, float distance, Client* exclude_client = nullptr);
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NPC* GetRandomNPC(const glm::vec3& location, float distance, NPC* exclude_npc = nullptr);
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Mob* GetRandomMob(const glm::vec3& location, float distance, Mob* exclude_mob = nullptr);
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Client* GetRandomClient(const glm::vec3& location = glm::vec3(0.f), float distance = 0, Client* exclude_client = nullptr);
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NPC* GetRandomNPC(const glm::vec3& location = glm::vec3(0.f), float distance = 0, NPC* exclude_npc = nullptr);
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Mob* GetRandomMob(const glm::vec3& location = glm::vec3(0.f), float distance = 0, Mob* exclude_mob = nullptr);
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Group *GetGroupByMob(Mob* mob);
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bool IsInSameGroupOrRaidGroup(Client *client1, Client *client2);
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Group *GetGroupByClient(Client* client);
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