*Rename SPELL_EFFECT_JUMP2 to SPELL_EFFECT_JUMP_DEST, split the handler of effect from SPELL_EFFECT_JUMP handler
--HG-- branch : trunk
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@@ -304,7 +304,8 @@ class Spell
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void EffectAddFarsight(uint32 i);
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void EffectHealMechanical(uint32 i);
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void EffectJump(uint32 i);
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void EffectJump2(uint32 i);
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void EffectJumpDest(uint32 i);
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void EffectLeapBack(uint32 i);
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void EffectQuestClear(uint32 i);
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void EffectTeleUnitsFaceCaster(uint32 i);
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void EffectLearnSkill(uint32 i);
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@@ -644,8 +645,10 @@ class Spell
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void SpellDamageWeaponDmg(uint32 i);
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void SpellDamageHeal(uint32 i);
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// effect helpers
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void GetSummonPosition(uint32 i, Position &pos, float radius = 0.0f, uint32 count = 0);
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void SummonGuardian(uint32 i, uint32 entry, SummonPropertiesEntry const *properties);
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void CalculateJumpSpeeds(uint8 i, float dist, float & speedxy, float & speedz);
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SpellCastResult CanOpenLock(uint32 effIndex, uint32 lockid, SkillType& skillid, int32& reqSkillValue, int32& skillValue);
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// -------------------------------------------
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