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Core/Spells: Summoning players will now teleport them directly on summoner, not near him
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@@ -3048,7 +3048,7 @@ void Spell::EffectSummonType(SpellEffIndex effIndex)
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uint32 numSummons;
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// some spells need to summon many units, for those spells number of summons is stored in effect value
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// however so far noone found a generic check to find all of those (there's no related data in summonproperties.dbc
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// however so far noone found a generic check to find all of those (there's no related data in summonproperties.dbc
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// and in spell attributes, possibly we need to add a table for those)
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// so here's a list of MiscValueB values, which is currently most generic check
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switch (properties->Id)
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@@ -5691,7 +5691,7 @@ void Spell::EffectSummonPlayer(SpellEffIndex /*effIndex*/)
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return;
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float x, y, z;
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m_caster->GetClosePoint(x, y, z, unitTarget->GetObjectSize());
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m_caster->GetPosition(x, y, z);
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unitTarget->ToPlayer()->SetSummonPoint(m_caster->GetMapId(), x, y, z);
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@@ -7142,7 +7142,7 @@ void Spell::SummonGuardian(uint32 i, uint32 entry, SummonPropertiesEntry const*
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float radius = 5.0f;
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int32 duration = m_spellInfo->GetDuration();
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if (Player* modOwner = m_originalCaster->GetSpellModOwner())
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modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_DURATION, duration);
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