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Revert "fix(Core/Travel): LOS check before trusting raw cmangos waypoints"
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@ -3231,32 +3231,16 @@ bool MovementAction::RefineWalkPoints(std::vector<G3D::Vector3>& walkPoints)
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std::vector<WorldPosition> segPath = bPos.getPathStepFrom(aPos, bot);
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// Travelnode waypoints are authoritative once a plan is
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// active. When AC mmap can't validate the segment (empty
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// result, or IsPathCheating rejects a 2-point shortcut /
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// steep hop), fall back to dispatching the raw (A, B) pair
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// instead of aborting the plan — but only if vmap LOS is
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// clear between A and B. Without LOS check, "trust raw"
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// tunnels through visual-only obstacles (trees, models) that
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// aren't in the navmesh.
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bool const mmapFail = segPath.empty() ||
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// active. When AC mmap can't validate the segment, dispatch
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// the raw (A, B) pair instead of aborting the plan. Common
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// cases: cmangos waypoints landing in 1y navmesh gaps from
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// AC extractor differences, tile-edge artifacts at zone
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// borders.
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bool const trustRaw = segPath.empty() ||
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TravelPath::IsPathCheating(segPath, aPos.distance(bPos));
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if (mmapFail)
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if (trustRaw)
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{
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Map* m = bot->GetMap();
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bool const inLos = m && m->isInLineOfSight(
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a.x, a.y, a.z + 1.0f,
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b.x, b.y, b.z + 1.0f,
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bot->GetPhaseMask(), LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::Nothing);
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if (!inLos)
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{
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// Visual obstacle between A and B — don't tunnel.
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// Abort the plan so MoveFarTo can re-derive a route
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// that mmap can verify.
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return false;
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}
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if (i == 0)
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refined.emplace_back(a);
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refined.emplace_back(b);
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