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Change pull effects speed calculations to work more or less correctly ( no more flying really high )
--HG-- branch : trunk
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@@ -6895,14 +6895,8 @@ void Spell::EffectPlayerPull(uint32 i)
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if(!unitTarget)
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return;
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float speedZ;
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if(m_spellInfo->EffectMiscValue[i])
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speedZ = float(m_spellInfo->EffectMiscValue[i])/10;
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else if(m_spellInfo->EffectMiscValueB[i])
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speedZ = float(m_spellInfo->EffectMiscValueB[i])/10;
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else
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speedZ = 10.0f;
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float speedXY = m_caster->GetExactDist2d(unitTarget) * 10.0f / speedZ;
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float speedZ = m_spellInfo->EffectBasePoints[i]/10;
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float speedXY = m_spellInfo->EffectMiscValue[i]/10;
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unitTarget->GetMotionMaster()->MoveJump(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ(), speedXY, speedZ);
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}
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