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Fixing NearPoint calculation and fishing height issue #127
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@@ -1306,7 +1306,8 @@ void Spell::SelectImplicitCasterDestTargets(SpellEffIndex effIndex, SpellImplici
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float dis = (float)rand_norm() * (max_dis - min_dis) + min_dis;
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float x, y, z, angle;
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angle = (float)rand_norm() * static_cast<float>(M_PI * 35.0f / 180.0f) - static_cast<float>(M_PI * 17.5f / 180.0f);
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m_caster->GetClosePoint(x, y, z, DEFAULT_WORLD_OBJECT_SIZE, dis, angle);
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//m_caster->GetClosePoint(x, y, z, DEFAULT_WORLD_OBJECT_SIZE, dis, angle); this contains extra code that breaks fishing
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m_caster->GetNearPoint(m_caster, x, y, z, DEFAULT_WORLD_OBJECT_SIZE, dis, m_caster->GetOrientation() + angle);
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float ground = m_caster->GetMap()->GetHeight(m_caster->GetPhaseMask(), x, y, z, true, 120.0f);
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float liquidLevel = VMAP_INVALID_HEIGHT_VALUE;
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