Core/Creature: Ignore combat reach when looking for assisting creatures
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d2790a4c32
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4 files changed
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-11
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@@ -1292,9 +1292,11 @@ float WorldObject::GetDistanceZ(const WorldObject* obj) const
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return (dist > 0 ? dist : 0);
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}
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bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const
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bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D, bool incOwnRadius, bool incTargetRadius) const
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{
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float sizefactor = GetCombatReach() + obj->GetCombatReach();
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float sizefactor = 0.f;
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sizefactor += incOwnRadius ? GetCombatReach() : 0.0f;
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sizefactor += incTargetRadius ? obj->GetCombatReach() : 0.0f;
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float maxdist = dist2compare + sizefactor;
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if (GetTransport() && obj->GetTransport() && obj->GetTransport()->GetGUID().GetCounter() == GetTransport()->GetGUID().GetCounter())
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@@ -1391,11 +1393,10 @@ bool WorldObject::IsWithinDist(WorldObject const* obj, float dist2compare, bool
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return obj && _IsWithinDist(obj, dist2compare, is3D);
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}
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bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D /*= true*/) const
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bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D /*= true*/, bool incOwnRadius /*= true*/, bool incTargetRadius /*= true*/) const
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{
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return obj && IsInMap(obj) && IsInPhase(obj) && _IsWithinDist(obj, dist2compare, is3D);
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return obj && IsInMap(obj) && IsInPhase(obj) && _IsWithinDist(obj, dist2compare, is3D, incOwnRadius, incTargetRadius);
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}
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Position WorldObject::GetHitSpherePointFor(Position const& dest) const
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{
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G3D::Vector3 vThis(GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight());
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