Core/Spells: Adjust range checks to GameObject targets
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@@ -6440,7 +6440,7 @@ SpellCastResult Spell::CheckRange(bool strict) const
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maxRange += std::min(MAX_SPELL_RANGE_TOLERANCE, maxRange*0.1f); // 10% but no more than MAX_SPELL_RANGE_TOLERANCE
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// save the original values before squaring them
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float origMaxRange = maxRange;
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float origMinRange = minRange, origMaxRange = maxRange;
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// get square values for sqr distance checks
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minRange *= minRange;
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@@ -6463,6 +6463,9 @@ SpellCastResult Spell::CheckRange(bool strict) const
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if (GameObject* goTarget = m_targets.GetGOTarget())
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{
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if (origMinRange > 0.0f && goTarget->IsInRange(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ(), origMinRange))
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return SPELL_FAILED_OUT_OF_RANGE;
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if (!goTarget->IsInRange(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ(), origMaxRange))
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return SPELL_FAILED_OUT_OF_RANGE;
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}
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