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4305129672
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@@ -462,12 +462,6 @@ void Unit::resetAttackTimer(WeaponAttackType type)
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m_attackTimer[type] = uint32(GetAttackTime(type) * m_modAttackSpeedPct[type]);
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}
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float Unit::GetMeleeReach() const
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{
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float reach = m_floatValues[UNIT_FIELD_COMBATREACH];
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return reach > MIN_MELEE_REACH ? reach : MIN_MELEE_REACH;
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}
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bool Unit::IsWithinCombatRange(const Unit* obj, float dist2compare) const
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{
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if (!obj || !IsInMap(obj) || !IsInPhase(obj))
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@@ -494,7 +488,7 @@ bool Unit::IsWithinMeleeRange(const Unit* obj, float dist) const
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float dz = GetPositionZMinusOffset() - obj->GetPositionZMinusOffset();
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float distsq = dx*dx + dy*dy + dz*dz;
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float sizefactor = GetMeleeReach() + obj->GetMeleeReach();
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float sizefactor = GetCombatReach() + obj->GetCombatReach() + 4.0f / 3.0f;
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float maxdist = dist + sizefactor;
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return distsq < maxdist * maxdist;
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@@ -1307,7 +1307,6 @@ class Unit : public WorldObject
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bool CanDualWield() const { return m_canDualWield; }
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virtual void SetCanDualWield(bool value) { m_canDualWield = value; }
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float GetCombatReach() const { return m_floatValues[UNIT_FIELD_COMBATREACH]; }
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float GetMeleeReach() const;
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bool IsWithinCombatRange(const Unit* obj, float dist2compare) const;
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bool IsWithinMeleeRange(const Unit* obj, float dist = MELEE_RANGE) const;
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void GetRandomContactPoint(const Unit* target, float &x, float &y, float &z, float distance2dMin, float distance2dMax) const;
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@@ -5928,43 +5928,73 @@ SpellCastResult Spell::CheckRange(bool strict)
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if (!strict && m_casttime == 0)
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return SPELL_CAST_OK;
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uint32 range_type = 0;
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if (m_spellInfo->RangeEntry)
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Unit* target = m_targets.GetUnitTarget();
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float minRange = 0.0f;
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float maxRange = 0.0f;
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float rangeMod = 0.0f;
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if (strict && IsNextMeleeSwingSpell())
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maxRange = 100.0f;
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else if (m_spellInfo->RangeEntry)
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{
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// check needed by 68766 51693 - both spells are cast on enemies and have 0 max range
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// these are triggered by other spells - possibly we should omit range check in that case?
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if (m_spellInfo->RangeEntry->ID == 1)
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return SPELL_CAST_OK;
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if (m_spellInfo->RangeEntry->type & SPELL_RANGE_MELEE)
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{
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rangeMod = m_caster->GetCombatReach() + 4.0f / 3.0f;
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if (target)
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rangeMod += target->GetCombatReach();
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else
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rangeMod += m_caster->GetCombatReach();
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range_type = m_spellInfo->RangeEntry->type;
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rangeMod = std::max(rangeMod, NOMINAL_MELEE_RANGE);
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}
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else
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{
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float meleeRange = 0.0f;
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if (m_spellInfo->RangeEntry->type & SPELL_RANGE_RANGED)
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{
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meleeRange = m_caster->GetCombatReach() + 4.0f / 3.0f;
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if (target)
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meleeRange += target->GetCombatReach();
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else
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meleeRange += m_caster->GetCombatReach();
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meleeRange = std::max(meleeRange, NOMINAL_MELEE_RANGE);
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}
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minRange = m_caster->GetSpellMinRangeForTarget(target, m_spellInfo) + meleeRange;
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maxRange = m_caster->GetSpellMaxRangeForTarget(target, m_spellInfo);
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if (target || m_targets.GetCorpseTarget())
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{
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rangeMod = m_caster->GetCombatReach();
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if (target)
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rangeMod += target->GetCombatReach();
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if (minRange > 0.0f && !(m_spellInfo->RangeEntry->type & SPELL_RANGE_RANGED))
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minRange += rangeMod;
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}
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}
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if (target && m_caster->isMoving() && target->isMoving() && !m_caster->IsWalking() && !target->IsWalking() &&
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(m_spellInfo->RangeEntry->type & SPELL_RANGE_MELEE || target->GetTypeId() == TYPEID_PLAYER))
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rangeMod += 5.0f / 3.0f;
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}
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Unit* target = m_targets.GetUnitTarget();
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float max_range = m_caster->GetSpellMaxRangeForTarget(target, m_spellInfo);
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float min_range = m_caster->GetSpellMinRangeForTarget(target, m_spellInfo);
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if (m_spellInfo->HasAttribute(SPELL_ATTR0_REQ_AMMO) && m_caster->GetTypeId() == TYPEID_PLAYER)
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if (Item* ranged = m_caster->ToPlayer()->GetWeaponForAttack(RANGED_ATTACK, true))
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maxRange *= ranged->GetTemplate()->RangedModRange * 0.01f;
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if (Player* modOwner = m_caster->GetSpellModOwner())
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modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, max_range, this);
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modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, maxRange, this);
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maxRange += rangeMod;
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if (target && target != m_caster)
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{
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if (range_type == SPELL_RANGE_MELEE)
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{
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// Because of lag, we can not check too strictly here.
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if (!m_caster->IsWithinMeleeRange(target, max_range))
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return !(_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) ? SPELL_FAILED_OUT_OF_RANGE : SPELL_FAILED_DONT_REPORT;
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}
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else if (!m_caster->IsWithinCombatRange(target, max_range))
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return !(_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) ? SPELL_FAILED_OUT_OF_RANGE : SPELL_FAILED_DONT_REPORT; //0x5A;
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if (!m_caster->IsInDist(target, maxRange))
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return !(_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) ? SPELL_FAILED_OUT_OF_RANGE : SPELL_FAILED_DONT_REPORT;
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if (range_type == SPELL_RANGE_RANGED)
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{
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if (m_caster->IsWithinMeleeRange(target))
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return !(_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) ? SPELL_FAILED_TOO_CLOSE : SPELL_FAILED_DONT_REPORT;
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}
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else if (min_range && m_caster->IsWithinCombatRange(target, min_range)) // skip this check if min_range = 0
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return !(_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) ? SPELL_FAILED_TOO_CLOSE : SPELL_FAILED_DONT_REPORT;
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if (minRange > 0.0f && m_caster->IsInDist(target, minRange))
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return !(_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) ? SPELL_FAILED_OUT_OF_RANGE : SPELL_FAILED_DONT_REPORT;
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if (m_caster->GetTypeId() == TYPEID_PLAYER &&
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(m_spellInfo->FacingCasterFlags & SPELL_FACING_FLAG_INFRONT) && !m_caster->HasInArc(static_cast<float>(M_PI), target))
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@@ -5973,10 +6003,10 @@ SpellCastResult Spell::CheckRange(bool strict)
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if (m_targets.HasDst() && !m_targets.HasTraj())
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{
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if (!m_caster->IsWithinDist3d(m_targets.GetDstPos(), max_range))
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return SPELL_FAILED_OUT_OF_RANGE;
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if (min_range && m_caster->IsWithinDist3d(m_targets.GetDstPos(), min_range))
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return SPELL_FAILED_TOO_CLOSE;
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if (!m_caster->IsInDist(m_targets.GetDstPos(), maxRange))
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return !(_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) ? SPELL_FAILED_OUT_OF_RANGE : SPELL_FAILED_DONT_REPORT;
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if (minRange > 0.0f && m_caster->IsInDist(m_targets.GetDstPos(), minRange))
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return !(_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) ? SPELL_FAILED_OUT_OF_RANGE : SPELL_FAILED_DONT_REPORT;
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}
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return SPELL_CAST_OK;
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@@ -298,7 +298,7 @@ public:
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if (Blind_Timer <= diff)
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{
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std::list<Unit*> targets;
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SelectTargetList(targets, 5, SELECT_TARGET_RANDOM, me->GetMeleeReach()*5, true);
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SelectTargetList(targets, 5, SELECT_TARGET_RANDOM, me->GetCombatReach()*5, true);
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for (std::list<Unit*>::const_iterator i = targets.begin(); i != targets.end(); ++i)
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if (!me->IsWithinMeleeRange(*i))
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{
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