// At this point, we're within range, with state set.
if (check_lof &&
!Fast_pathfinder_client::is_straight_path(npc, opponent)) {
state = approach;
if (npc->get_attack_mode() == Actor::flank || winf->get_uses() == Weapon_info::ranged)
wander_for_attack();
else
approach_foe(true); // Try to get adjacent.
return;
}
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