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Change distance to within 100.0 dist instead of within 1.0 dist for checking stuck code. The actual instances where you're within 100.0 with a partial path and legit not stuck is going to be uncommon enough to put up with the visual oddities
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@@ -84,7 +84,7 @@ IPathfinder::IPath PathfinderNavmesh::FindRoute(const glm::vec3 &start, const gl
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partial = true;
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auto dist = DistanceSquared(epos, current_location);
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if (dist < 10.0f) {
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if (dist < 10000.0f) {
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stuck = true;
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}
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}
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