*Apply range mod also for melee spells.
--HG-- branch : trunk
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+1
-1
@@ -4695,7 +4695,7 @@ uint8 Spell::CheckRange(bool strict)
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{
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if(range_type == SPELL_RANGE_MELEE)
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{
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if(!m_caster->IsWithinMeleeRange(target))
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if(!m_caster->IsWithinMeleeRange(target, max_range - 2*MIN_MELEE_REACH))
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return SPELL_FAILED_OUT_OF_RANGE;
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}
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else if(!m_caster->IsWithinCombatRange(target, max_range))
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+2
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@@ -435,7 +435,7 @@ bool Unit::IsWithinCombatRange(Unit *obj, float dist2compare) const
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return distsq < maxdist * maxdist;
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}
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bool Unit::IsWithinMeleeRange(Unit *obj) const
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bool Unit::IsWithinMeleeRange(Unit *obj, float dist) const
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{
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if (!obj || !IsInMap(obj)) return false;
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@@ -445,7 +445,7 @@ bool Unit::IsWithinMeleeRange(Unit *obj) const
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float distsq = dx*dx + dy*dy + dz*dz;
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float sizefactor = GetMeleeReach() + obj->GetMeleeReach();
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float maxdist = MELEE_RANGE + sizefactor;
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float maxdist = dist + sizefactor;
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return distsq < maxdist * maxdist;
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}
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+1
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@@ -774,7 +774,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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float GetCombatReach() const { return m_floatValues[UNIT_FIELD_COMBATREACH]; }
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float GetMeleeReach() const { float reach = m_floatValues[UNIT_FIELD_COMBATREACH]; return reach > MIN_MELEE_REACH ? reach : MIN_MELEE_REACH; }
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bool IsWithinCombatRange(Unit *obj, float dist2compare) const;
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bool IsWithinMeleeRange(Unit *obj) const;
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bool IsWithinMeleeRange(Unit *obj, float dist = MELEE_RANGE) const;
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void GetRandomContactPoint( const Unit* target, float &x, float &y, float &z, float distance2dMin, float distance2dMax ) const;
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uint32 m_extraAttacks;
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bool m_canDualWield;
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