Auto-attack: next target, melee/ranged rule after arts; chain range = cast range

- autoattack: when the target dies, the nearest enemy within close range
  (contact distance + a step) takes over; after an art the hero auto-attacks
  if the art was melee (walked up / cast close by), or ranged with a ranged
  weapon, or ranged with an enemy already in melee range; measured action
  codes and weapon classes in game/engine/orders.h
- chainlightning: jumps reach Blitzschlag's cast range (20 ray segments of
  30, the art code's hit check) via the shared NearestHostile search
- guards: burning bone render hook had the wrong signature (device plus a
  4x4 matrix by value, ret 0x44) and corrupted the stack when fire arrows hit
- crash reports follow the ebp chain before the raw stack scan

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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khallaandClaude Opus 5.5 committed 2026-10-16 09:16:47 +02:00
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@@ -55,3 +55,15 @@ ends (a lone enemy is hit once). Two enemies: it bounces between them.
First version (bolts copied for every jump, not using the game's chain)
replaced the same day: it doubled the jumps.
## Jump range = cast range (2026-10-16)
User request: a jump reaches as far as a cast. Blitzschlag's hit check is in
the art code (cCreature art switch `0x5222c0`, case 0x21): the ray from the
caster towards the target is laid out in segments of 30, at most 20, each on
passable ground (`0x636b60`); the bolt is created on the target only if the
ray reaches it, otherwise the visible ray just stops. So the cast range is
20 × 30 = 600. `CastRange()` in `chainlightning.cpp` returns it for every jump
(also the first hop of extra chains), instead of the game's jump search radius
(squared 100000, about 316). It is the one place to make the range dynamic
later. Jumps do not check the ground in between.