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*Update to Mangos 6880. Source: Mangos.
*Skip 6878, 6871. *Main change: change cell size, add is3dDistance for IsWithinDistInMap and isVisibleForOrDetect. --HG-- branch : trunk
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@@ -56,8 +56,8 @@
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#include "SocialMgr.h"
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#include "Util.h"
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#include "TemporarySummon.h"
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#include "ScriptCalls.h"
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#include "CellImpl.h"
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#include "ScriptCalls.h" // for goober gameobject script
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pEffect SpellEffects[TOTAL_SPELL_EFFECTS]=
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{
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@@ -980,9 +980,14 @@ void Spell::EffectDummy(uint32 i)
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return;
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}
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case 37674: // Chaos Blast
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if(unitTarget)
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m_caster->CastSpell(unitTarget,37675,true);
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{
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if(!unitTarget)
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return;
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int32 basepoints0 = 100;
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m_caster->CastCustomSpell(unitTarget,37675,&basepoints0,NULL,NULL,true);
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return;
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}
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case 40802: // Mingo's Fortune Generator (Mingo's Fortune Giblets)
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{
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// selecting one from Bloodstained Fortune item
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@@ -2128,7 +2133,7 @@ void Spell::EffectApplyAura(uint32 i)
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// Prayer of Mending (jump animation), we need formal caster instead original for correct animation
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if( m_spellInfo->SpellFamilyName == SPELLFAMILY_PRIEST && (m_spellInfo->SpellFamilyFlags & 0x00002000000000LL))
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m_caster->CastSpell(unitTarget,41637,true,NULL,Aur,m_originalCasterGUID);
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m_caster->CastSpell(unitTarget, 41637, true, NULL, Aur, m_originalCasterGUID);
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}
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void Spell::EffectUnlearnSpecialization( uint32 i )
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@@ -2712,6 +2717,9 @@ void Spell::SendLoot(uint64 guid, LootType loottype)
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if (gameObjTarget)
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{
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if (Script->GOHello(player, gameObjTarget))
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return;
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switch (gameObjTarget->GetGoType())
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{
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case GAMEOBJECT_TYPE_DOOR:
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@@ -4558,6 +4566,38 @@ void Spell::EffectScriptEffect(uint32 effIndex)
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// by spell id
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switch(m_spellInfo->Id)
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{
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// PX-238 Winter Wondervolt TRAP
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case 26275:
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{
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if( unitTarget->HasAura(26272,0)
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|| unitTarget->HasAura(26157,0)
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|| unitTarget->HasAura(26273,0)
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|| unitTarget->HasAura(26274,0))
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return;
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uint32 iTmpSpellId;
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switch(urand(0,3))
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{
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case 0:
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iTmpSpellId = 26272;
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break;
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case 1:
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iTmpSpellId = 26157;
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break;
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case 2:
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iTmpSpellId = 26273;
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break;
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case 3:
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iTmpSpellId = 26274;
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break;
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}
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unitTarget->CastSpell(unitTarget, iTmpSpellId, true);
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return;
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}
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// Bending Shinbone
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case 8856:
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{
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