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Melee 'facing' code updated to client derived function
These new functions are derived from the client The need was because the old function sometimes didn't line up with the client generated messages.
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@@ -361,13 +361,13 @@ bool Client::Process() {
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aa_los_them.z = aa_los_them_mob->GetZ();
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los_status = CheckLosFN(auto_attack_target);
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aa_los_me_heading = GetHeading();
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los_status_facing = aa_los_them_mob->InFrontMob(this, aa_los_them.x, aa_los_them.y);
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los_status_facing = IsFacingMob(aa_los_them_mob);
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}
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// If only our heading changes, we can skip the CheckLosFN call
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// but above we still need to update los_status_facing
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if (aa_los_me_heading != GetHeading()) {
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aa_los_me_heading = GetHeading();
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los_status_facing = aa_los_them_mob->InFrontMob(this, aa_los_them.x, aa_los_them.y);
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los_status_facing = IsFacingMob(aa_los_them_mob);
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}
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}
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else
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@@ -381,7 +381,7 @@ bool Client::Process() {
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aa_los_them.y = aa_los_them_mob->GetY();
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aa_los_them.z = aa_los_them_mob->GetZ();
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los_status = CheckLosFN(auto_attack_target);
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los_status_facing = aa_los_them_mob->InFrontMob(this, aa_los_them.x, aa_los_them.y);
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los_status_facing = IsFacingMob(aa_los_them_mob);
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}
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if (!CombatRange(auto_attack_target))
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