Core/Objects:
*merged 3.3.5 renaming of GetObjectSize() to GetCombatReach() *made GetBoundaryRadius virtual and use it to determine the actual spell radius distance with it instead of using CombatReach
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@@ -2400,7 +2400,7 @@ void Spell::EffectTeleUnitsFaceCaster(SpellEffIndex effIndex)
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float dis = m_spellInfo->Effects[effIndex].CalcRadius(m_caster);
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float fx, fy, fz;
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m_caster->GetClosePoint(fx, fy, fz, unitTarget->GetObjectSize(), dis);
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m_caster->GetClosePoint(fx, fy, fz, unitTarget->GetCombatReach(), dis);
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unitTarget->NearTeleportTo(fx, fy, fz, -m_caster->GetOrientation(), unitTarget == m_caster);
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}
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@@ -2768,7 +2768,7 @@ void Spell::EffectSummonPet(SpellEffIndex effIndex)
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//OldSummon->GetMap()->Remove(OldSummon->ToCreature(), false);
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float px, py, pz;
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owner->GetClosePoint(px, py, pz, OldSummon->GetObjectSize());
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owner->GetClosePoint(px, py, pz, OldSummon->GetCombatReach());
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OldSummon->NearTeleportTo(px, py, pz, OldSummon->GetOrientation());
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//OldSummon->Relocate(px, py, pz, OldSummon->GetOrientation());
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@@ -2794,7 +2794,7 @@ void Spell::EffectSummonPet(SpellEffIndex effIndex)
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}
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float x, y, z;
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owner->GetClosePoint(x, y, z, owner->GetObjectSize());
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owner->GetClosePoint(x, y, z, owner->GetCombatReach());
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Pet* pet = owner->SummonPet(petentry, x, y, z, owner->GetOrientation(), petType, 0);
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if (!pet)
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return;
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@@ -4455,7 +4455,7 @@ void Spell::EffectCharge(SpellEffIndex /*effIndex*/)
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if (!m_preGeneratedPath)
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{
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//unitTarget->GetContactPoint(m_caster, pos.m_positionX, pos.m_positionY, pos.m_positionZ);
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Position pos = unitTarget->GetFirstCollisionPosition(unitTarget->GetObjectSize(), unitTarget->GetRelativeAngle(m_caster));
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Position pos = unitTarget->GetFirstCollisionPosition(unitTarget->GetCombatReach(), unitTarget->GetRelativeAngle(m_caster));
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m_caster->GetMotionMaster()->MoveCharge(pos.m_positionX, pos.m_positionY, pos.m_positionZ, speed);
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}
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else
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@@ -4694,7 +4694,7 @@ void Spell::EffectResurrectPet(SpellEffIndex /*effIndex*/)
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// Reposition the pet's corpse before reviving so as not to grab aggro
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// We can use a different, more accurate version of GetClosePoint() since we have a pet
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float x, y, z; // Will be used later to reposition the pet if we have one
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player->GetClosePoint(x, y, z, pet->GetObjectSize(), PET_FOLLOW_DIST, pet->GetFollowAngle());
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player->GetClosePoint(x, y, z, pet->GetCombatReach(), PET_FOLLOW_DIST, pet->GetFollowAngle());
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pet->NearTeleportTo(x, y, z, player->GetOrientation());
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pet->Relocate(x, y, z, player->GetOrientation()); // This is needed so SaveStayPosition() will get the proper coords.
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}
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@@ -5291,7 +5291,7 @@ void Spell::EffectCreateTamedPet(SpellEffIndex effIndex)
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// relocate
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float px, py, pz;
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unitTarget->GetClosePoint(px, py, pz, pet->GetObjectSize(), PET_FOLLOW_DIST, pet->GetFollowAngle());
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unitTarget->GetClosePoint(px, py, pz, pet->GetCombatReach(), PET_FOLLOW_DIST, pet->GetFollowAngle());
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pet->Relocate(px, py, pz, unitTarget->GetOrientation());
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// add to world
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