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fix(gameplay): tighten TB elevator bounds and reset stale combat visuals
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3 changed files with 32 additions and 18 deletions
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@ -161,6 +161,7 @@ public:
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// Targeting support
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void setTargetPosition(const glm::vec3* pos);
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void setInCombat(bool combat) { inCombat_ = combat; }
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void resetCombatVisualState();
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bool isMoving() const;
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void triggerMeleeSwing();
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void setEquippedWeaponType(uint32_t inventoryType) { equippedWeaponInvType_ = inventoryType; meleeAnimId = 0; }
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