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Core/Spells: SPELL_EFFECT_LEAP_BACK will now always make targets jump backwards
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@@ -4564,8 +4564,7 @@ void Spell::EffectLeapBack(SpellEffIndex effIndex)
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float speedxy = m_spellInfo->Effects[effIndex].MiscValue / 10.f;
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float speedz = damage/ 10.f;
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//1891: Disengage
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unitTarget->JumpTo(speedxy, speedz, m_spellInfo->SpellIconID != 1891);
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unitTarget->JumpTo(speedxy, speedz, false);
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// changes fall time
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if (m_caster->GetTypeId() == TYPEID_PLAYER)
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