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Fix to have better sync server side spell range check to client check.
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@ -563,7 +563,7 @@ public:
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bool lookForAftArc = true);
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//Procs
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void TriggerDefensiveProcs(Mob *on, uint16 hand = MainPrimary, bool SkillProc=false, int damage = 0);
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void TriggerDefensiveProcs(Mob *on, uint16 hand = MainPrimary, bool FromSkillProc=false, int damage = 0);
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bool AddRangedProc(uint16 spell_id, uint16 iChance = 3, uint16 base_spell_id = SPELL_UNKNOWN);
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bool RemoveRangedProc(uint16 spell_id, bool bAll = false);
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bool HasRangedProcs() const;
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@ -2011,7 +2011,7 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
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}
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//range check our target, if we have one and it is not us
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float range = spells[spell_id].range;
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float range = spells[spell_id].range + GetRangeDistTargetSizeMod(spell_target);
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if(IsClient() && CastToClient()->TGB() && IsTGBCompatibleSpell(spell_id) && IsGroupSpell(spell_id))
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range = spells[spell_id].aoerange;
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