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Core/Position: Remove Position implicit object slicing
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@@ -224,7 +224,7 @@ class spell_midsummer_juggle_torch : public SpellScript
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if (!GetExplTargetDest())
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return;
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Position spellDest = *GetExplTargetDest();
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WorldLocation spellDest = *GetExplTargetDest();
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float distance = GetCaster()->GetExactDist2d(spellDest.GetPositionX(), spellDest.GetPositionY());
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uint32 torchSpellID = 0;
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@@ -234,7 +234,7 @@ class spell_midsummer_juggle_torch : public SpellScript
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{
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torchSpellID = SPELL_JUGGLE_TORCH_SELF;
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torchShadowSpellID = SPELL_JUGGLE_TORCH_SHADOW_SELF;
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spellDest = GetCaster()->GetPosition();
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spellDest = GetCaster()->GetWorldLocation();
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}
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else if (distance <= 10.0f)
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{
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@@ -2772,7 +2772,7 @@ class spell_hor_evasion : public SpellScriptLoader
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void SetDest(SpellDestination& dest)
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{
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WorldObject* target = GetExplTargetWorldObject();
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Position pos(*target);
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Position pos = target->GetPosition();
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Position home = GetCaster()->ToCreature()->GetHomePosition();
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// prevent evasion outside the room
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