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*Do not proc relentless strikes with slice and dice twice
*Fix trap radius calculation in some cases-by krz --HG-- branch : trunk
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@@ -302,7 +302,12 @@ void GameObject::Update(uint32 /*p_time*/)
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bool IsBattleGroundTrap = false;
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//FIXME: this is activation radius (in different casting radius that must be selected from spell data)
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//TODO: move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state
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float radius = goInfo->trap.radius;
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float radius = 0.0f;
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const SpellEntry *spellEntry = sSpellStore.LookupEntry(m_spellId);
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if(spellEntry)
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radius = GetSpellRadiusForHostile(sSpellRadiusStore.LookupEntry(spellEntry->EffectRadiusIndex[0]));
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else
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radius = goInfo->trap.radius;
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if(!radius)
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{
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if(goInfo->trap.cooldown != 3) // cast in other case (at some triggering/linked go/etc explicit call)
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