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fix(Core/RPG): Drop forceDestination on MoveRandomNear reachability test
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@ -424,7 +424,7 @@ bool NewRpgBaseAction::MoveRandomNear(float moveStep, MovementPriority priority,
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float dy = y + distance * sin(angle);
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float dz = z;
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PathResult path = GeneratePath(dx, dy, dz, RELAXED_PATH_ACCEPT_MASK);
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PathResult path = GeneratePath(dx, dy, dz, RELAXED_PATH_ACCEPT_MASK, /*forceDestination=*/false);
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if (!path.reachable)
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continue;
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