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Fix max melee calculation to include z-height. #415
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… ability buff was already active
There was one unsquashed bug I discovered during testing last time I played. On sloped surfaces, there's an edge case that can result in being out of range, which has to do with the z-height issue. This patch addresses it by making the check take into account z-height, and also by having the RunTo action take into account z-height as well. I also threw in the model_scale factor, just for good measure though I've never seen it ever be anything other than 1.0, but knowing FFXI, there's an edge case somewhere. Hopefully this squashes the out of range bugs for good. Signed-off-by: Aldros <aldros147@gmail.com>
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There was one unsquashed bug I discovered during testing last time I played. On sloped surfaces, there's an edge case that can result in being out of range, which has to do with the z-height issue. This patch addresses it by making the check take into account z-height, and also by having the RunTo action take into account z-height as well. I also threw in the model_scale factor, just for good measure though I've never seen it ever be anything other than 1.0, but knowing FFXI, there's an edge case somewhere.
Hopefully this squashes the out of range bugs for good.