Core/Spells: fix wrong distance calculations in AoE spells [Needs testing] (#16290)

Core/Spells: Fix wrong distance calculations in AoE spells.
Pull request #16290 by chaodhib.
God bless, finally.

(cherry picked from commit a1f2f30c145f6ad9c4baeffeff32618e71ff537c)
This commit is contained in:
Chaouki Dhib authored and funjoker committed 2022-02-16 04:49:24 +01:00
1 parent 4ad1d377fe
commit 17c4d8f6d9
11 files changed
+123 -46

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+8 -18
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@@ -1303,29 +1303,19 @@ bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool
sizefactor += incTargetRadius ? obj->GetCombatReach() : 0.0f;
float maxdist = dist2compare + sizefactor;
Position const* thisOrTransport = this;
Position const* objOrObjTransport = obj;
if (GetTransport() && obj->GetTransport() && obj->GetTransport()->GetGUID().GetCounter() == GetTransport()->GetGUID().GetCounter())
{
float dtx = m_movementInfo.transport.pos.m_positionX - obj->m_movementInfo.transport.pos.m_positionX;
float dty = m_movementInfo.transport.pos.m_positionY - obj->m_movementInfo.transport.pos.m_positionY;
float disttsq = dtx * dtx + dty * dty;
if (is3D)
{
float dtz = m_movementInfo.transport.pos.m_positionZ - obj->m_movementInfo.transport.pos.m_positionZ;
disttsq += dtz * dtz;
}
return disttsq < (maxdist * maxdist);
thisOrTransport = &m_movementInfo.transport.pos;
objOrObjTransport = &obj->m_movementInfo.transport.pos;
}
float dx = GetPositionX() - obj->GetPositionX();
float dy = GetPositionY() - obj->GetPositionY();
float distsq = dx*dx + dy*dy;
if (is3D)
{
float dz = GetPositionZ() - obj->GetPositionZ();
distsq += dz*dz;
}
return distsq < maxdist * maxdist;
return thisOrTransport->IsInDist(objOrObjTransport, maxdist);
else
return thisOrTransport->IsInDist2d(objOrObjTransport, maxdist);
}
float WorldObject::GetDistance(const WorldObject* obj) const