EffectiveDistance is just a (rounded) byte and so is not that useful
for determining exact distances from boss mechanics. This PR
changes EffectiveDistance to be a float based on the Radius when
on 6.x. For backwards compatibility, pre-6.x users will get the
rounded byte.
Belated thanks to @KattTails for the memory location for radius!
EffectiveDistance is just a (rounded) byte and so is not that useful for determining exact distances from boss mechanics. This PR changes EffectiveDistance to be a float based on the Radius when on 6.x. For backwards compatibility, pre-6.x users will get the rounded byte.
Belated thanks to @KattTails for the memory location for radius!