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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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@ -2718,6 +2718,13 @@ void Renderer::setTargetPosition(const glm::vec3* pos) {
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targetPosition = pos;
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}
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void Renderer::resetCombatVisualState() {
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inCombat_ = false;
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targetPosition = nullptr;
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meleeSwingTimer = 0.0f;
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meleeSwingCooldown = 0.0f;
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}
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bool Renderer::isMoving() const {
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return cameraController && cameraController->isMoving();
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}
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