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Removed Common Profiler and Zone Profiler. They're well past outdated status and are just code bloat.
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@@ -33,11 +33,9 @@ extern Zone* zone;
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//look around a client for things which might aggro the client.
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void EntityList::CheckClientAggro(Client *around) {
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_ZP(EntityList_CheckClientAggro);
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LinkedListIterator<Mob*> iterator(mob_list);
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for(iterator.Reset(); iterator.MoreElements(); iterator.Advance()) {
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_ZP(EntityList_CheckClientAggro_Loop);
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Mob* mob = iterator.GetData();
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if(mob->IsClient()) //also ensures that mob != around
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continue;
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@@ -245,7 +243,6 @@ void NPC::DescribeAggro(Client *towho, Mob *mob, bool verbose) {
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bool Mob::CheckWillAggro(Mob *mob) {
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if(!mob)
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return false;
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_ZP(Mob_CheckWillAggro);
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//sometimes if a client has some lag while zoning into a dangerous place while either invis or a GM
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//they will aggro mobs even though it's supposed to be impossible, to lets make sure we've finished connecting
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@@ -369,7 +366,6 @@ bool Mob::CheckWillAggro(Mob *mob) {
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Mob* EntityList::AICheckCloseAggro(Mob* sender, float iAggroRange, float iAssistRange) {
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if (!sender || !sender->IsNPC())
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return(nullptr);
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_ZP(EntityList_AICheckCloseAggro);
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#ifdef REVERSE_AGGRO
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//with reverse aggro, npc->client is checked elsewhere, no need to check again
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@@ -433,7 +429,6 @@ int EntityList::GetHatedCount(Mob *attacker, Mob *exclude) {
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}
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void EntityList::AIYellForHelp(Mob* sender, Mob* attacker) {
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_ZP(EntityList_AIYellForHelp);
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if(!sender || !attacker)
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return;
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if (sender->GetPrimaryFaction() == 0 )
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@@ -1035,7 +1030,6 @@ bool Mob::CheckLosFN(float posX, float posY, float posZ, float mobSize) {
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return(false);
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#endif
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}
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_ZP(Mob_CheckLosFN);
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VERTEX myloc;
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VERTEX oloc;
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