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AE Scanning adjustments, testing
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+31
-5
@@ -388,11 +388,37 @@ public:
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void QueueToGroupsForNPCHealthAA(Mob* sender, const EQApplicationPacket* app);
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void QueueManaged(Mob* sender, const EQApplicationPacket* app, bool ignore_sender=false, bool ackreq = true);
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void AEAttack(Mob *attacker, float dist, int Hand = EQEmu::invslot::slotPrimary, int count = 0, bool IsFromSpell = false);
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void AETaunt(Client *caster, float range=0, int32 bonus_hate=0);
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void AESpell(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster = true, int16 resist_adjust = 0, int *max_targets = nullptr);
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void MassGroupBuff(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster = true);
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void AEBardPulse(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster = true);
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void AEAttack(
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Mob *attacker,
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float dist,
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int Hand = EQEmu::invslot::slotPrimary,
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int count = 0,
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bool IsFromSpell = false
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);
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void AETaunt(Client *caster, float range = 0, int32 bonus_hate = 0);
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void AESpell(
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Mob *caster,
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Mob *center,
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uint16 spell_id,
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bool affect_caster = true,
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int16 resist_adjust = 0,
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int *max_targets = nullptr
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);
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static bool AESpellFilterCriteria(
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Mob *current_mob,
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Mob *caster_mob,
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Mob *center_mob,
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uint16 spell_id,
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int *max_targets,
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int &max_targets_allowed,
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int &target_hit_counter,
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float &distance_to_target,
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const glm::vec3 &cast_target_position,
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bool affect_caster = true,
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int16 resist_adjust = 0
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);
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void MassGroupBuff(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster = true);
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void AEBardPulse(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster = true);
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//trap stuff
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Mob* GetTrapTrigger(Trap* trap);
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