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2cc0cf457a
Follows db23584fc3 - the caller of GetEffectiveAttackRange's didn't
really use the NEVER_IN_RANGE result properly.
The C++ engine does not handle Infinity (treated as 0).
This also changes MoveToTargetAttackRange to explicitly try to get
closer if the parabolic range is not in range, but it seems like a flat
range could - on the assumption that once we get closer, the terrain
height difference is lower.