*Add some distance check functions. By VladimirMangos.
--HG-- branch : trunk
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@@ -1403,9 +1403,9 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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float GetWeaponDamageRange(WeaponAttackType attType ,WeaponDamageRange type) const;
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void SetBaseWeaponDamage(WeaponAttackType attType ,WeaponDamageRange damageRange, float value) { m_weaponDamage[attType][damageRange] = value; }
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bool isInFront(Unit const* target,float distance, float arc = M_PI) const;
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bool isInFrontInMap(Unit const* target,float distance, float arc = M_PI) const;
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void SetInFront(Unit const* target);
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bool isInBack(Unit const* target, float distance, float arc = M_PI) const;
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bool isInBackInMap(Unit const* target, float distance, float arc = M_PI) const;
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bool isInLine(Unit const* target, float distance) const;
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// Visibility system
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