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Add melee auto-attack range state fields to GameHandler
Declare autoAttackOutOfRangeTime_ and autoAttackRangeWarnCooldown_ in GameHandler to match existing combat logic in game_handler.cpp and keep header/source state in sync.
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@ -1375,6 +1375,8 @@ private:
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bool autoAttackRequested_ = false; // local intent (CMSG_ATTACKSWING sent)
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bool autoAttackRequested_ = false; // local intent (CMSG_ATTACKSWING sent)
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uint64_t autoAttackTarget = 0;
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uint64_t autoAttackTarget = 0;
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bool autoAttackOutOfRange_ = false;
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bool autoAttackOutOfRange_ = false;
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float autoAttackOutOfRangeTime_ = 0.0f;
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float autoAttackRangeWarnCooldown_ = 0.0f;
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float autoAttackResendTimer_ = 0.0f; // Re-send CMSG_ATTACKSWING every ~1s while attacking
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float autoAttackResendTimer_ = 0.0f; // Re-send CMSG_ATTACKSWING every ~1s while attacking
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float autoAttackFacingSyncTimer_ = 0.0f; // Periodic facing sync while meleeing
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float autoAttackFacingSyncTimer_ = 0.0f; // Periodic facing sync while meleeing
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std::unordered_set<uint64_t> hostileAttackers_;
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std::unordered_set<uint64_t> hostileAttackers_;
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