Apply scaling factor to NPC target radius calculations
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@@ -509,9 +509,14 @@ function getNpcHorizontalTargetRadius(
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): number {
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switch (npc.collider.mode) {
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case "capsule":
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return npc.collider.radius;
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return npc.collider.radius * Math.max(npc.scale.x, npc.scale.z);
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case "box":
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return Math.max(npc.collider.size.x, npc.collider.size.z) * 0.5;
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return (
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Math.max(
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npc.collider.size.x * npc.scale.x,
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npc.collider.size.z * npc.scale.z
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) * 0.5
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);
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case "none":
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return Math.max(
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bounds.max.x - bounds.min.x,
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