Core/Spells: merged a radius calculation from 3.3.5 that covers the attempted fix from last commit
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@@ -1409,24 +1409,24 @@ bool WorldObject::IsInMap(const WorldObject* obj) const
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return false;
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}
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bool WorldObject::IsWithinDist3d(float x, float y, float z, float dist, bool isInBoundaryRadius /*= false*/) const
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bool WorldObject::IsWithinDist3d(float x, float y, float z, float dist) const
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{
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return IsInDist(x, y, z, dist + isInBoundaryRadius ? GetBoundaryRadius() : GetCombatReach());
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return IsInDist(x, y, z, dist);
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}
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bool WorldObject::IsWithinDist3d(const Position* pos, float dist, bool isInBoundaryRadius /*= false*/) const
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bool WorldObject::IsWithinDist3d(const Position* pos, float dist) const
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{
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return IsInDist(pos, dist + isInBoundaryRadius ? GetBoundaryRadius() : GetCombatReach());
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return IsInDist(pos, dist);
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}
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bool WorldObject::IsWithinDist2d(float x, float y, float dist, bool isInBoundaryRadius /*= false*/) const
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bool WorldObject::IsWithinDist2d(float x, float y, float dist) const
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{
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return IsInDist2d(x, y, dist + isInBoundaryRadius ? GetBoundaryRadius() : GetCombatReach());
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return IsInDist2d(x, y, dist);
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}
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bool WorldObject::IsWithinDist2d(const Position* pos, float dist, bool isInBoundaryRadius /*= false*/) const
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bool WorldObject::IsWithinDist2d(const Position* pos, float dist) const
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{
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return IsInDist2d(pos, dist + isInBoundaryRadius ? GetBoundaryRadius() : GetCombatReach());
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return IsInDist2d(pos, dist);
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}
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bool WorldObject::IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D /*= true*/) const
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