Core/Spells: fix wrong distance calculations in AoE spells
Port From (https://github.com/TrinityCore/TrinityCore/commit/5d076cfe291980bc5be9d44ffbae887e3dd5ad59)
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@@ -102,7 +102,7 @@ namespace Scripts.Northrend.DraktharonKeep.KingDred
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DoCastVictim(SpellIds.RaptorCall);
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float x, y, z;
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me.GetClosePoint(out x, out y, out z, me.GetObjectSize() / 3, 10.0f);
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me.GetClosePoint(out x, out y, out z, me.GetCombatReach() / 3, 10.0f);
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me.SummonCreature(RandomHelper.RAND(DTKCreatureIds.DrakkariGutripper, DTKCreatureIds.DrakkariScytheclaw), x, y, z, 0, TempSummonType.DeadDespawn, 1000);
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task.Repeat();
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});
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@@ -137,7 +137,7 @@ namespace Scripts.Northrend.FrozenHalls.ForgeOfSouls.Bronjahm
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{
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summons.Summon(summon);
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summon.SetReactState(ReactStates.Passive);
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summon.GetMotionMaster().MoveFollow(me, me.GetObjectSize(), 0.0f);
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summon.GetMotionMaster().MoveFollow(me, me.GetCombatReach(), 0.0f);
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summon.CastSpell(summon, SpellIds.PurpleBanishVisual, true);
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}
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}
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@@ -359,7 +359,7 @@ namespace Scripts.Northrend.IcecrownCitadel
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{
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float ang = Position.NormalizeOrientation(pos.GetAngle(me));
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me.SetOrientation(ang);
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owner.GetNearPoint2D(out pos.posX, out pos.posY, 5.0f - owner.GetObjectSize(), ang);
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owner.GetNearPoint2D(out pos.posX, out pos.posY, 5.0f - owner.GetCombatReach(), ang);
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}
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else
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{
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@@ -372,7 +372,7 @@ namespace Scripts.Northrend.IcecrownCitadel
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float ang = Position.NormalizeOrientation(pos.GetAngle(target));
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me.SetOrientation(ang);
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owner.GetNearPoint2D(out pos.posX, out pos.posY, 15.0f - owner.GetObjectSize(), ang);
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owner.GetNearPoint2D(out pos.posX, out pos.posY, 15.0f - owner.GetCombatReach(), ang);
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}
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me.NearTeleportTo(pos.GetPositionX(), pos.GetPositionY(), me.GetPositionZ(), me.GetOrientation());
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@@ -471,7 +471,7 @@ namespace Scripts.Northrend.IcecrownCitadel
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{
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targets.Clear();
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// select any unit but not the tank (by owners threatlist)
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Unit target = GetCaster().GetAI().SelectTarget(SelectAggroTarget.Random, 1, -GetCaster().GetObjectSize(), true, -(int)Spells.Impaled);
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Unit target = GetCaster().GetAI().SelectTarget(SelectAggroTarget.Random, 1, -GetCaster().GetCombatReach(), true, -(int)Spells.Impaled);
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if (!target)
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target = GetCaster().GetAI().SelectTarget(SelectAggroTarget.Random, 0, 0.0f, true); // or the tank if its solo
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if (!target)
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