<commit_before>using System;
using System.Numerics;

using ACE.Common;
using ACE.Entity;
using ACE.Entity.Enum;
using ACE.Entity.Enum.Properties;
using ACE.Server.Entity;
using ACE.Server.Entity.Actions;
using ACE.Server.Managers;
using ACE.Server.Physics.Animation;
using ACE.Server.Physics.Common;

namespace ACE.Server.WorldObjects
{
    partial class Creature
    {
        /// <summary>
        /// Return to home if target distance exceeds this range
        /// </summary>
        public static readonly float MaxChaseRange = 192.0f;
        public static readonly float MaxChaseRangeSq = MaxChaseRange * MaxChaseRange;

        /// <summary>
        /// Determines if a monster is within melee range of target
        /// </summary>
        //public static readonly float MaxMeleeRange = 1.5f;
        public static readonly float MaxMeleeRange = 0.75f;
        //public static readonly float MaxMeleeRange = 1.5f + 0.6f + 0.1f;    // max melee range + distance from + buffer

        /// <summary>
        /// The maximum range for a monster missile attack
        /// </summary>
        //public static readonly float MaxMissileRange = 80.0f;
        //public static readonly float MaxMissileRange = 40.0f;   // for testing

        /// <summary>
        /// The distance per second from running animation
        /// </summary>
        public float MoveSpeed;

        /// <summary>
        /// The run skill via MovementSystem GetRunRate()
        /// </summary>
        public float RunRate;

        /// <summary>
        /// Flag indicates monster is turning towards target
        /// </summary>
        public bool IsTurning = false;<commit_msg>update max chase range to intended value (#3583)<commit_after>using System;
using System.Numerics;

using ACE.Common;
using ACE.Entity;
using ACE.Entity.Enum;
using ACE.Entity.Enum.Properties;
using ACE.Server.Entity;
using ACE.Server.Entity.Actions;
using ACE.Server.Managers;
using ACE.Server.Physics.Animation;
using ACE.Server.Physics.Common;

namespace ACE.Server.WorldObjects
{
    partial class Creature
    {
        /// <summary>
        /// Return to home if target distance exceeds this range
        /// </summary>
        public static readonly float MaxChaseRange = 96.0f;
        public static readonly float MaxChaseRangeSq = MaxChaseRange * MaxChaseRange;

        /// <summary>
        /// Determines if a monster is within melee range of target
        /// </summary>
        //public static readonly float MaxMeleeRange = 1.5f;
        public static readonly float MaxMeleeRange = 0.75f;
        //public static readonly float MaxMeleeRange = 1.5f + 0.6f + 0.1f;    // max melee range + distance from + buffer

        /// <summary>
        /// The maximum range for a monster missile attack
        /// </summary>
        //public static readonly float MaxMissileRange = 80.0f;
        //public static readonly float MaxMissileRange = 40.0f;   // for testing

        /// <summary>
        /// The distance per second from running animation
        /// </summary>
        public float MoveSpeed;

        /// <summary>
        /// The run skill via MovementSystem GetRunRate()
        /// </summary>
        public float RunRate;

        /// <summary>
        /// Flag indicates monster is turning towards target
        /// </summary>
        public bool IsTurning = false;
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