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* Fix: Deathknights 'Death Grip'
Fixes issue #148 Fixes issue #1223 Patch by tbaart (partial commit - Dancing Rune Weapon still needs testing) --HG-- branch : trunk
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@@ -2007,7 +2007,6 @@ void Spell::SelectEffectTargets(uint32 i, uint32 cur)
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Position pos;
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m_caster->GetNearPosition(pos, dist, angle);
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m_targets.setDst(&pos); // also flag
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AddUnitTarget(m_caster, i);
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break;
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}
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@@ -2073,10 +2073,12 @@ void Spell::EffectDummy(uint32 i)
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// Death Grip
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if (m_spellInfo->Id == 49560)
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{
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Position pos;
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GetSummonPosition(i, pos);
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if (Unit *unit = unitTarget->GetVehicleBase()) // what is this for?
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unit->CastSpell(m_caster, damage, true);
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unit->CastSpell(pos.GetPositionX(),pos.GetPositionY(),pos.GetPositionZ(),damage,true);
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else
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unitTarget->CastSpell(m_caster, damage, true);
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unitTarget->CastSpell(pos.GetPositionX(),pos.GetPositionY(),pos.GetPositionZ(),damage,true);
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return;
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}
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else if (m_spellInfo->Id == 46584) // Raise dead
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