*Change the radius of dynamic object to normal. I cannot see any bug by myself using normal radius.
--HG-- branch : trunk
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@@ -81,7 +81,7 @@ bool DynamicObject::Create( uint32 guidlow, Unit *caster, uint32 spellId, uint32
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SetUInt64Value( DYNAMICOBJECT_CASTER, caster->GetGUID() );
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SetUInt64Value( DYNAMICOBJECT_CASTER, caster->GetGUID() );
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SetUInt32Value( DYNAMICOBJECT_BYTES, 0x00000001 );
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SetUInt32Value( DYNAMICOBJECT_BYTES, 0x00000001 );
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SetUInt32Value( DYNAMICOBJECT_SPELLID, spellId );
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SetUInt32Value( DYNAMICOBJECT_SPELLID, spellId );
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SetFloatValue( DYNAMICOBJECT_RADIUS, radius * 2);
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SetFloatValue( DYNAMICOBJECT_RADIUS, radius);
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SetFloatValue( DYNAMICOBJECT_POS_X, x );
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SetFloatValue( DYNAMICOBJECT_POS_X, x );
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SetFloatValue( DYNAMICOBJECT_POS_Y, y );
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SetFloatValue( DYNAMICOBJECT_POS_Y, y );
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SetFloatValue( DYNAMICOBJECT_POS_Z, z );
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SetFloatValue( DYNAMICOBJECT_POS_Z, z );
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@@ -2650,7 +2650,6 @@ void Spell::EffectPersistentAA(uint32 i)
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return;
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return;
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}
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}
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dynObj->SetUInt32Value(OBJECT_FIELD_TYPE, 65);
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dynObj->SetUInt32Value(OBJECT_FIELD_TYPE, 65);
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dynObj->SetUInt32Value(GAMEOBJECT_DISPLAYID, 368003);
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dynObj->SetUInt32Value(DYNAMICOBJECT_BYTES, 0x01eeeeee);
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dynObj->SetUInt32Value(DYNAMICOBJECT_BYTES, 0x01eeeeee);
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caster->AddDynObject(dynObj);
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caster->AddDynObject(dynObj);
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dynObj->GetMap()->Add(dynObj);
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dynObj->GetMap()->Add(dynObj);
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