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Missing p_item, s_item in CombatRangeInput
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+8
-7
@@ -2291,12 +2291,17 @@ void Bot::AI_Process()
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bool behind_mob = BehindMob(tar, GetX(), GetY());
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uint8 stop_melee_level = GetStopMeleeLevel();
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tar_distance = sqrt(tar_distance); // sqrt this for future calculations
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// Item variables
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const EQ::ItemInstance* p_item = GetBotItem(EQ::invslot::slotPrimary);
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const EQ::ItemInstance* s_item = GetBotItem(EQ::invslot::slotSecondary);
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CombatRangeInput input = {
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.target = tar,
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.target_distance = tar_distance,
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.behind_mob = behind_mob,
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.stop_melee_level = stop_melee_level
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.stop_melee_level = stop_melee_level,
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.p_item = p_item,
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.s_item = s_item
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};
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CombatRangeOutput o = EvaluateCombatRange(input);
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@@ -2307,10 +2312,6 @@ void Bot::AI_Process()
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float melee_distance = o.melee_distance;
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float melee_distance_max = o.melee_distance_max;
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// Item variables
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const EQ::ItemInstance* p_item = GetBotItem(EQ::invslot::slotPrimary);
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const EQ::ItemInstance* s_item = GetBotItem(EQ::invslot::slotSecondary);
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// PULLING FLAG (ACTIONABLE RANGE)
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if (GetPullingFlag()) {
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@@ -3088,8 +3089,8 @@ CombatRangeOutput Bot::EvaluateCombatRange(const CombatRangeInput& input) {
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if (!RuleB(Bots, UseFlatNormalMeleeRange)) {
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bool is_two_hander = input.p_item && input.p_item->GetItem()->IsType2HWeapon();
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bool is_shield = input.s_item && input.s_item->GetItem()->IsTypeShield();
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bool is_two_hander = input.p_item && input.p_item->GetItem()->IsType2HWeapon();
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bool is_shield = input.s_item && input.s_item->GetItem()->IsTypeShield();
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bool is_backstab_weapon = input.p_item && input.p_item->GetItemBackstabDamage();
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switch (GetClass()) {
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