Use same calculations for Pull effect as for jump effect
--HG-- branch : trunk
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@@ -6825,7 +6825,15 @@ void Spell::EffectPlayerPull(uint32 i)
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if(!unitTarget)
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return;
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unitTarget->GetMotionMaster()->MoveJump(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ(), float(damage ? damage : unitTarget->GetDistance2d(m_caster)), float(m_spellInfo->EffectMiscValue[i])/10);
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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(x, y) * 10.0f / speedZ;
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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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void Spell::EffectDispelMechanic(uint32 i)
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