fix(combat): #298 — admit player targets to melee/missile attack and the camera
Selecting a PKLite player and attacking did nothing: with auto-target on it retargeted to the nearest monster, with auto-target off it logged "combat: attack ignored; no creature target found". Spells on the same target worked, which was the clue. Root cause: CombatTargetPolicy.IsHostileMonster:31-33 rejects any candidate carrying BfPlayer BEFORE reaching ObjectIsAttackable, so the both-PKLite pool match at SelectedObjectHealthPolicy.cs:70-71 was unreachable for players. Melee and missile targeting never supported player targets at all — the gate is named IsHostileMonster and does exactly what it says. Nobody could hit it until69ba9486made PK Lite reachable. Retail uses ONE predicate for monsters and players, with no player exclusion: ClientCombatSystem::ExecuteAttack @0x0056BB70 gates unconditionally on ObjectIsAttackable @0x0056A600 (creature type, Free-PK short-circuit on either side, then IsPlayer -> bothPK || bothPKLite, else BF_ATTACKABLE with pets excluded). acdream already ported that predicate verbatim; it was simply unreachable. The fix SPLITS the two concerns rather than relaxing the shared predicate: explicit-target admission routes through ObjectIsAttackable, while auto-target ACQUISITION keeps the monster-only gate. That is required by register row IA-19 — explicit product direction that Auto Target must never select NPCs, players or pets. IA-19 is not overridden here; its own justification promises "manual player-selection commands remain available", and that promise was never implemented, so this makes the row true. Review confirmed no path lets auto-acquisition select a player: every automatic Select is fed by a FindClosest* filtered through IsHostileMonster. Review also found a second site with the same bug, which the first pass froze in place on my instruction: retail gates combat-camera tracking on the SAME predicate as the attack. ClientCombatSystem::UpdateTargetTracking @0x0056A950 reads GetAttackTarget() then gates CameraSet::TrackTarget on ObjectIsAttackable. Ours used the monster-only gate, so with ViewCombatTarget on by default the attack would land while the camera refused to track the opponent — user-visible in exactly the duel this fix enables. GetCombatCameraTargetPoint now uses the wide predicate. IA-19 does not reach the camera: it performs no acquisition, only presentation on an already-chosen target. The first pass had added a source comment asserting IA-19 covered it; that comment and the matching text in docs/ISSUES.md are corrected, since a wrong citation is how a real divergence becomes invisible. Depends on9b1e6fc6(#297): the both-PKLite arm needs the LOCAL player's own bit to be live. Review confirmed both admission sites read ClientObjectTable on every call, so this is not inert in production. Newly reachable and now pinned: ObjectIsAttackable's pet-exclusion arm, which CombatTargetPolicy rejected before it could ever run. Follow-ups filed: #304 (SelectionInteractionController.GetSelectedOrClosestCombatTarget has no production caller — one of the two widened call sites is dead code), #305 (HeadlessGameplayOperations has the identical pre-existing bug, so the graphical/headless hosts now diverge). Gates: complete Release solution 10,904 passed / 4 skipped / 0 failed (baseline 10,900). Adversarial + retail-conformance review PASS after one FAIL round; the predicate was re-verified branch-for-branch against 0x0056A600 since it goes live here for the first time. Camera fix discrimination-verified by revert. Connected acceptance NOT run — needs a live two-client PKLite session. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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11 changed files with 410 additions and 25 deletions
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@ -38,7 +38,7 @@ internal sealed class CombatAttackTargetSource : ICombatAttackTargetSource
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public uint? GetSelectedOrClosestCombatTarget(bool autoTarget)
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{
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if (_selection.SelectedObjectId is { } selected
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&& IsHostileMonster(selected))
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&& IsAttackableExplicitTarget(selected))
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{
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return selected;
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}
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@ -89,8 +89,52 @@ internal sealed class CombatAttackTargetSource : ICombatAttackTargetSource
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return best;
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}
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/// <summary>
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/// Automatic-acquisition eligibility (register row IA-19): narrowed to
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/// non-player, non-pet, attackable monsters. Backs
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/// <see cref="FindClosestHostileMonster"/> only — never explicit
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/// selection.
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/// </summary>
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private bool IsHostileMonster(uint serverGuid)
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{
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if (!TryGetLiveCombatCandidate(serverGuid, out ClientObject? candidate))
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return false;
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uint playerGuid = _player.ServerGuid;
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return (candidate.Type & ItemType.Creature) != 0
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&& CombatTargetPolicy.IsHostileMonster(
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playerGuid,
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_objects.Get(playerGuid),
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candidate);
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}
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/// <summary>
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/// Explicit-target admission for a user-issued attack (#298). Retail
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/// <c>ClientCombatSystem::ExecuteAttack @ 0x0056BB70</c> gates
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/// unconditionally on <c>ObjectIsAttackable @ 0x0056A600</c>, with no
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/// player exclusion — a compatible-PK player is a valid attack target.
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/// This is deliberately a different, wider predicate than
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/// <see cref="IsHostileMonster"/>, which stays narrowed to monsters for
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/// automatic acquisition per register row IA-19.
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/// </summary>
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private bool IsAttackableExplicitTarget(uint serverGuid)
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{
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if (!TryGetLiveCombatCandidate(serverGuid, out ClientObject? candidate))
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return false;
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uint playerGuid = _player.ServerGuid;
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return SelectedObjectHealthPolicy.ObjectIsAttackable(
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playerGuid,
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_objects.Get(playerGuid),
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serverGuid,
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candidate);
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}
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private bool TryGetLiveCombatCandidate(
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uint serverGuid,
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[System.Diagnostics.CodeAnalysis.NotNullWhen(true)] out ClientObject? candidate)
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{
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candidate = null;
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uint playerGuid = _player.ServerGuid;
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if (serverGuid == playerGuid
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|| !_liveEntities.TryGetInteractionEligibleRecord(
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@ -107,12 +151,7 @@ internal sealed class CombatAttackTargetSource : ICombatAttackTargetSource
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return false;
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}
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ClientObject? candidate = _objects.Get(serverGuid);
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return candidate is not null
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&& (candidate.Type & ItemType.Creature) != 0
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&& CombatTargetPolicy.IsHostileMonster(
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playerGuid,
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_objects.Get(playerGuid),
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candidate);
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candidate = _objects.Get(serverGuid);
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return candidate is not null;
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}
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}
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@ -104,10 +104,17 @@ internal sealed class SelectionInteractionController
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_items.PlaceIn3D(payload, target);
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}
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/// <summary>
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/// Explicit selection uses the wider <c>ObjectIsAttackable</c>-backed
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/// admission (#298) so a compatible-PK player is a valid attack target;
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/// falling back to auto-acquisition still uses the narrower
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/// <see cref="IWorldSelectionQuery.IsHostileMonster"/> monster-only
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/// policy (register row IA-19).
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/// </summary>
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public uint? GetSelectedOrClosestCombatTarget(bool autoTarget)
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{
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if (_selection.SelectedObjectId is { } selected
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&& _query.IsHostileMonster(selected))
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&& _query.IsAttackableTarget(selected))
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{
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return selected;
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}
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@ -44,6 +44,7 @@ internal interface IWorldSelectionQuery
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string Describe(uint serverGuid);
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bool IsCreature(uint serverGuid);
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bool IsHostileMonster(uint serverGuid);
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bool IsAttackableTarget(uint serverGuid);
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ClosestCombatTarget? FindClosestHostileMonster();
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bool IsUseable(uint serverGuid);
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bool IsPickupable(uint serverGuid);
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@ -229,6 +230,14 @@ internal sealed class WorldSelectionQuery
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return (GetItemType(serverGuid) & ItemType.Creature) != 0;
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}
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/// <summary>
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/// Automatic-acquisition eligibility (register row IA-19): narrowed to
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/// non-player, non-pet, attackable monsters. Backs
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/// <see cref="FindClosestHostileMonster"/> only — never explicit
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/// selection, and never the combat camera (retail gates camera tracking
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/// on <c>ObjectIsAttackable</c>, not this narrower policy — see
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/// <see cref="GetCombatCameraTargetPoint"/>).
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/// </summary>
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public bool IsHostileMonster(uint serverGuid)
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=> IsCreature(serverGuid)
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&& CombatTargetPolicy.IsHostileMonster(
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@ -236,6 +245,27 @@ internal sealed class WorldSelectionQuery
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_objects.Get(_playerGuid()),
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_objects.Get(serverGuid));
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/// <summary>
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/// Explicit-target admission for a user-issued attack (#298), and the
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/// combat camera's tracking gate. Retail
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/// <c>ClientCombatSystem::ExecuteAttack @ 0x0056BB70</c> and
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/// <c>UpdateTargetTracking @ 0x0056A950</c> both gate unconditionally on
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/// <c>ObjectIsAttackable @ 0x0056A600</c>, with no player exclusion — a
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/// compatible-PK player is a valid attack target and a valid camera
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/// target. This is deliberately a different, wider predicate than
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/// <see cref="IsHostileMonster"/>, which stays narrowed to monsters for
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/// AUTOMATIC ACQUISITION ONLY per register row IA-19 — IA-19 does not
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/// reach explicit selection or the camera (a presentation gate on an
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/// already-chosen target, not an acquisition path).
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/// </summary>
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public bool IsAttackableTarget(uint serverGuid)
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=> IsCreature(serverGuid)
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&& SelectedObjectHealthPolicy.ObjectIsAttackable(
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_playerGuid(),
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_objects.Get(_playerGuid()),
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serverGuid,
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_objects.Get(serverGuid));
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public bool ShouldShowHealth(uint serverGuid)
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=> SelectedObjectHealthPolicy.ShouldQueryHealth(
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_playerGuid(),
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@ -261,8 +291,18 @@ internal sealed class WorldSelectionQuery
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return best;
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}
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/// <summary>
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/// #298 follow-up: retail <c>ClientCombatSystem::UpdateTargetTracking
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/// @ 0x0056A950</c> (pc:375691-375696) gates <c>CameraSet::TrackTarget</c>
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/// on <c>ObjectIsAttackable @ 0x0056A600</c> — the SAME wide predicate as
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/// <c>ExecuteAttack</c>, not the narrower automatic-acquisition policy.
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/// The camera performs no acquisition of its own; it only tracks a
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/// target the player already selected, so routing it through
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/// <see cref="IsAttackableTarget"/> does not touch register row IA-19
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/// (which scopes itself to automatic acquisition).
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/// </summary>
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public Vector3? GetCombatCameraTargetPoint(uint serverGuid)
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=> IsHostileMonster(serverGuid)
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=> IsAttackableTarget(serverGuid)
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&& TryGetInteractionTarget(serverGuid, out WorldInteractionTarget target)
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? target.Entity.Position
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+ Vector3.Transform(new Vector3(0f, 0f, 0.5f), target.Entity.Rotation)
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