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Fix to have better sync server side spell range check to client check.
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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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