Core/Spells: fix wrong distance calculations in AoE spells
Port From (https://github.com/TrinityCore/TrinityCore/commit/5d076cfe291980bc5be9d44ffbae887e3dd5ad59)
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@@ -452,7 +452,7 @@ namespace Scripts.World
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uint BirdEntry = 0;
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float fX, fY, fZ;
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go.GetClosePoint(out fX, out fY, out fZ, go.GetObjectSize(), SharedConst.InteractionDistance);
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go.GetClosePoint(out fX, out fY, out fZ, go.GetCombatReach(), SharedConst.InteractionDistance);
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switch (go.GetEntry())
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{
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@@ -250,7 +250,7 @@ namespace Scripts.World
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return true;
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float x, y, z;
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go.GetClosePoint(out x, out y, out z, go.GetObjectSize() / 3, 7.0f);
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go.GetClosePoint(out x, out y, out z, go.GetCombatReach() / 3, 7.0f);
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go.SummonGameObject(ItemScriptConst.GoHighQualityFur, go, Quaternion.fromEulerAnglesZYX(go.GetOrientation(), 0.0f, 0.0f), 1);
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TempSummon summon = player.SummonCreature(ItemScriptConst.NpcNesingwaryTrapper, x, y, z, go.GetOrientation(), TempSummonType.DeadDespawn, 1000);
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if (summon)
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