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https://github.com/mod-playerbots/azerothcore-wotlk.git
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fix(Scripts/BlackTemple): Shahraz Fatal Attraction Teleport (#21858)
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@@ -2738,17 +2738,17 @@ bool WorldObject::GetClosePoint(float& x, float& y, float& z, float size, float
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return true;
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}
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Position WorldObject::GetNearPosition(float dist, float angle, bool disableWarning)
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Position WorldObject::GetNearPosition(float dist, float angle)
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{
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Position pos = GetPosition();
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MovePosition(pos, dist, angle, disableWarning);
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MovePosition(pos, dist, angle);
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return pos;
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}
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Position WorldObject::GetRandomNearPosition(float radius, bool disableWarning)
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Position WorldObject::GetRandomNearPosition(float radius)
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{
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Position pos = GetPosition();
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MovePosition(pos, radius * (float) rand_norm(), (float) rand_norm() * static_cast<float>(2 * M_PI), disableWarning);
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MovePosition(pos, radius * (float) rand_norm(), (float) rand_norm() * static_cast<float>(2 * M_PI));
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return pos;
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}
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@@ -2786,7 +2786,7 @@ void WorldObject::GetChargeContactPoint(WorldObject const* obj, float& x, float&
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return (m_valuesCount > UNIT_FIELD_COMBATREACH) ? m_floatValues[UNIT_FIELD_COMBATREACH] : DEFAULT_WORLD_OBJECT_SIZE * GetObjectScale();
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}
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void WorldObject::MovePosition(Position& pos, float dist, float angle, bool disableWarning)
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void WorldObject::MovePosition(Position& pos, float dist, float angle)
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{
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angle += GetOrientation();
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float destx, desty, destz, ground, floor;
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@@ -2796,9 +2796,7 @@ void WorldObject::MovePosition(Position& pos, float dist, float angle, bool disa
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// Prevent invalid coordinates here, position is unchanged
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if (!Acore::IsValidMapCoord(destx, desty))
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{
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if (!disableWarning)
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LOG_FATAL("entities.object", "WorldObject::MovePosition invalid coordinates X: {} and Y: {} were passed!", destx, desty);
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LOG_FATAL("entities.object", "WorldObject::MovePosition invalid coordinates X: {} and Y: {} were passed!", destx, desty);
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return;
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}
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@@ -425,13 +425,13 @@ public:
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void GetNearPoint(WorldObject const* searcher, float& x, float& y, float& z, float searcher_size, float distance2d, float absAngle, float controlZ = 0, Position const* startPos = nullptr) const;
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void GetVoidClosePoint(float& x, float& y, float& z, float size, float distance2d = 0, float relAngle = 0, float controlZ = 0) const;
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bool GetClosePoint(float& x, float& y, float& z, float size, float distance2d = 0, float angle = 0, WorldObject const* forWho = nullptr, bool force = false) const;
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void MovePosition(Position& pos, float dist, float angle, bool disableWarning = false);
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Position GetNearPosition(float dist, float angle, bool disableWarning = false);
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void MovePosition(Position& pos, float dist, float angle);
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Position GetNearPosition(float dist, float angle);
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void MovePositionToFirstCollision(Position& pos, float dist, float angle);
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Position GetFirstCollisionPosition(float startX, float startY, float startZ, float destX, float destY);
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Position GetFirstCollisionPosition(float destX, float destY, float destZ);
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Position GetFirstCollisionPosition(float dist, float angle);
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Position GetRandomNearPosition(float radius, bool disableWarning = false);
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Position GetRandomNearPosition(float radius);
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void GetContactPoint(WorldObject const* obj, float& x, float& y, float& z, float distance2d = CONTACT_DISTANCE) const;
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void GetChargeContactPoint(WorldObject const* obj, float& x, float& y, float& z, float distance2d = CONTACT_DISTANCE) const;
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