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it unlocks many cool features!
- // At this point, we're within range, with state set.
- if (check_lof &&
- !Fast_pathfinder_client::is_straight_path(npc, opponent)) {
- state = approach;
- if (npc->get_attack_mode() == Actor::flank || winf->get_uses() == Weapon_info::ranged)
- wander_for_attack();
- else
- approach_foe(true); // Try to get adjacent.
- return;
- }
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