ea1cce5375c7d5deacccad435279162eeb88f4f1
# throw calculation
# targetVoxel = _action.target.toVoxel() + Position(8,8, (1 + -targetTile->getTerrainLevel()));
#vs
# example of throw validation
# Position targetVoxel = targetTile.toVoxel() + Position(8,8, (2 + -_save->getTile(targetTile)->getTerrainLevel()));
# // are we within range?
# if (_save->getTileEngine()->validateThrow(action, originVoxel, targetVoxel, _save->getDepth()))
Probably unintentional side effect of arcing shot functionality.
To be investigated...