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[Improvement] Flee Overhaul #4407
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This needs full testing before being merged. 1 other server reported issues with fleeing causing mobs to pop underground, but I am not sure how much that was existing issues with mesh and z axis and how much may have been caused by this PR. |
Recent adjustment helps with mobs following furthest Z mesh when multiple Z planes of near Z mesh are on top of each other. |
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Overall, I don't see a ton wrong with this. I marked a few spots that potentially have minor changes to make but even if we didn't make them it would be fine.
This has been working much better since latest changes |
Description
There was a number of issues with the current flee code that caused some heartburn. I merged the TAKP logic with our rule and extended flee checking logic to create this.
Adds #fleeinfo for mob flee status and potential
Credits go to https://github.com/eqmacemu/server for a very large portion of this code.
Type of change
Please delete options that are not relevant.
Checklist