// 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; }