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Core/Spells: use CalculateJumpSpeeds for pull effects as well
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@@ -4544,9 +4544,8 @@ void Spell::EffectPullTowards(SpellEffIndex effIndex)
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pos.Relocate(m_caster);
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}
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float speedXY = float(m_spellInfo->Effects[effIndex].MiscValue) * 0.1f;
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float speedZ = unitTarget->GetDistance(pos) / speedXY * 0.5f * Movement::gravity;
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float speedXY, speedZ;
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CalculateJumpSpeeds(effIndex, m_caster->GetExactDist2d(pos), speedXY, speedZ);
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unitTarget->GetMotionMaster()->MoveJump(pos, speedXY, speedZ);
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}
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