Core/Movement: Correct the allowed distance to target before a repositioning is necessary.
Port From (https://github.com/TrinityCore/TrinityCore/commit/0ce1e9d6522974e3186e8b5cf75b7c653a075862)
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@@ -134,19 +134,6 @@ namespace Game
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Values[WorldCfg.RateCorpseDecayLooted] = GetDefaultValue("Rate.Corpse.Decay.Looted", 0.5f);
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Values[WorldCfg.RateTargetPosRecalculationRange] = GetDefaultValue("TargetPosRecalculateRange", 1.5f);
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if ((float)Values[WorldCfg.RateTargetPosRecalculationRange] < SharedConst.ContactDistance)
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{
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Log.outError(LogFilter.ServerLoading, "TargetPosRecalculateRange ({0}) must be >= {1}. Using {1} instead.", Values[WorldCfg.RateTargetPosRecalculationRange], SharedConst.ContactDistance);
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Values[WorldCfg.RateTargetPosRecalculationRange] = SharedConst.ContactDistance;
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}
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else if ((float)Values[WorldCfg.RateTargetPosRecalculationRange] > SharedConst.NominalMeleeRange)
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{
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Log.outError(LogFilter.ServerLoading, "TargetPosRecalculateRange ({0}) must be <= {1}. Using {1} instead.",
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Values[WorldCfg.RateTargetPosRecalculationRange], SharedConst.NominalMeleeRange);
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Values[WorldCfg.RateTargetPosRecalculationRange] = SharedConst.NominalMeleeRange;
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}
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Values[WorldCfg.RateDurabilityLossOnDeath] = GetDefaultValue("DurabilityLoss.OnDeath", 10.0f);
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if ((float)Values[WorldCfg.RateDurabilityLossOnDeath] < 0.0f)
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{
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