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* Re-Fixed GO type 6 and type 8 to use radius for distance calculations instead
* of diameter. This will prevent things like people getting burned even though * you aren't touching the fire. --HG-- branch : trunk
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@@ -326,7 +326,7 @@ 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 = (goInfo->trap.radius)/2; // TODO rename radius to diameter (goInfo->trap.radius) should be (goInfo->trap.diameter)
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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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@@ -671,7 +671,7 @@ namespace Trinity
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if(go->GetGOInfo()->spellFocus.focusId != i_focusId)
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return false;
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float dist = go->GetGOInfo()->spellFocus.dist;
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float dist = (go->GetGOInfo()->spellFocus.dist)/2;
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return go->IsWithinDistInMap(i_unit, dist);
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}
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