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-rw-r--r--src/game/Unit.cpp11
1 files changed, 4 insertions, 7 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index b594f3c0767..4a618d602f8 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -405,10 +405,7 @@ void Unit::resetAttackTimer(WeaponAttackType type)
bool Unit::canReachWithAttack(Unit *pVictim) const
{
assert(pVictim);
- float reach = GetFloatValue(UNIT_FIELD_COMBATREACH);
- if( reach <= 0.0f )
- reach = 1.0f;
- return IsWithinDistInMap(pVictim, reach);
+ return IsWithinDistInMap(pVictim, GetCombatReach());
}
bool Unit::IsWithinCombatDist(Unit *obj, float dist2compare) const
@@ -420,7 +417,7 @@ bool Unit::IsWithinCombatDist(Unit *obj, float dist2compare) const
float dz = GetPositionZ() - obj->GetPositionZ();
float distsq = dx*dx + dy*dy + dz*dz;
//not sure here, or combatreach + combatreach?
- float sizefactor = GetFloatValue(UNIT_FIELD_COMBATREACH) + obj->GetFloatValue(UNIT_FIELD_COMBATREACH);
+ float sizefactor = GetCombatReach() + obj->GetCombatReach();
float maxdist = dist2compare + sizefactor;
return distsq < maxdist * maxdist;
@@ -430,8 +427,8 @@ void Unit::GetRandomContactPoint( const Unit* obj, float &x, float &y, float &z,
{
uint32 attacker_number = getAttackers().size();
if(attacker_number > 0) --attacker_number;
- GetNearPoint(obj,x,y,z,obj->GetFloatValue(UNIT_FIELD_COMBATREACH),distance2dMin+(distance2dMax-distance2dMin)*rand_norm()
- , GetAngle(obj) + (attacker_number ? (M_PI/2 - M_PI * rand_norm()) * (float)attacker_number / GetFloatValue(UNIT_FIELD_COMBATREACH) / 3 : 0));
+ GetNearPoint(obj,x,y,z,obj->GetCombatReach(), distance2dMin+(distance2dMax-distance2dMin)*rand_norm()
+ , GetAngle(obj) + (attacker_number ? (M_PI/2 - M_PI * rand_norm()) * (float)attacker_number / GetCombatReach() / 3 : 0));
}
void Unit::RemoveSpellsCausingAura(AuraType auraType)