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fix(Core/Movement): MoveFarTo re-caches lastPath after UpcommingSpecialMovement (matches reference)
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@ -129,6 +129,13 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
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if (onTransport)
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if (onTransport)
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return false;
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return false;
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// Re-cache the (potentially cut) path so next tick's 10% reuse and
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// WaitForTransport gates see the latest shape. Reference does this
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// at the same point in MoveTo2 (after UpcommingSpecialMovement
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// examined / trimmed the path, before ClipPath / dispatch).
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if (!path.empty())
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lastMove.setPath(path);
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// ClipPath — truncate at first hostile creature in range / non-walkable
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// ClipPath — truncate at first hostile creature in range / non-walkable
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// hop / drifted past reactDistance / > 125 sqDist jump.
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// hop / drifted past reactDistance / > 125 sqDist jump.
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path.ClipPath(botAI, bot, false);
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path.ClipPath(botAI, bot, false);
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