Core/Spells: change to the way the spell effect SPELL_EFFECT_JUMP work
Port From (https://github.com/TrinityCore/TrinityCore/commit/419689b4859a431b2d678ba69a17d7a9c5376f56)
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@@ -572,15 +572,12 @@ namespace Game.Spells
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if (unitTarget == null)
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if (unitTarget == null)
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return;
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return;
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float x, y, z;
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unitTarget.GetContactPoint(m_caster, out x, out y, out z, SharedConst.ContactDistance);
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float speedXY, speedZ;
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float speedXY, speedZ;
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CalculateJumpSpeeds(effectInfo, m_caster.GetExactDist2d(x, y), out speedXY, out speedZ);
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CalculateJumpSpeeds(effectInfo, m_caster.GetExactDist2d(unitTarget), out speedXY, out speedZ);
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JumpArrivalCastArgs arrivalCast = new JumpArrivalCastArgs();
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JumpArrivalCastArgs arrivalCast = new JumpArrivalCastArgs();
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arrivalCast.SpellId = effectInfo.TriggerSpell;
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arrivalCast.SpellId = effectInfo.TriggerSpell;
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arrivalCast.Target = unitTarget.GetGUID();
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arrivalCast.Target = unitTarget.GetGUID();
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m_caster.GetMotionMaster().MoveJump(x, y, z, 0.0f, speedXY, speedZ, EventId.Jump, false, arrivalCast);
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m_caster.GetMotionMaster().MoveJump(unitTarget, speedXY, speedZ, EventId.Jump, false, arrivalCast);
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}
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}
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[SpellEffectHandler(SpellEffectName.JumpDest)]
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[SpellEffectHandler(SpellEffectName.JumpDest)]
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