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[svn] Check combat reach in GetRandomContactPoint() until find out why some units have invalid combat reach.
--HG-- branch : trunk
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@@ -428,11 +428,19 @@ bool Unit::IsWithinCombatDist(Unit *obj, float dist2compare) const
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void Unit::GetRandomContactPoint( const Unit* obj, float &x, float &y, float &z, float distance2dMin, float distance2dMax ) const
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{
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assert(GetCombatReach() > 0.1);
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//assert(GetCombatReach() > 0.1);
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float combat_reach = GetCombatReach();
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if(combat_reach < 0.1)
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{
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sLog.outError("Unit %u (Type: %u) has invalid combat_reach %f",GetGUIDLow(),GetTypeId(),combat_reach);
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if(GetTypeId() == TYPEID_UNIT)
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sLog.outError("Creature entry %u has invalid combat_reach", ((Creature*)this)->GetEntry());
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combat_reach = 0.5;
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}
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uint32 attacker_number = getAttackers().size();
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if(attacker_number > 0) --attacker_number;
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GetNearPoint(obj,x,y,z,obj->GetCombatReach(), distance2dMin+(distance2dMax-distance2dMin)*rand_norm()
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, GetAngle(obj) + (attacker_number ? (M_PI/2 - M_PI * rand_norm()) * (float)attacker_number / GetCombatReach() / 3 : 0));
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, GetAngle(obj) + (attacker_number ? (M_PI/2 - M_PI * rand_norm()) * (float)attacker_number / combat_reach / 3 : 0));
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}
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void Unit::RemoveSpellsCausingAura(AuraType auraType)
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