Change a variable name to nbe consistant. Thank xfury for pointing
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@ -1791,7 +1791,7 @@ SpellEntry const* Creature::ReachWithSpellAttack(Unit* pVictim)
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float dist = GetCombatDistance(pVictim, spellInfo->rangeIndex == SPELL_RANGE_IDX_COMBAT);
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float dist = GetCombatDistance(pVictim, spellInfo->rangeIndex == SPELL_RANGE_IDX_COMBAT);
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// if(!isInFront( pVictim, range ) && spellInfo->AttributesEx )
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// if(!IsInFront( pVictim, range ) && spellInfo->AttributesEx )
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// continue;
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// continue;
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if (dist > range || dist < minrange)
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if (dist > range || dist < minrange)
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{ continue; }
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{ continue; }
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@ -1831,7 +1831,7 @@ SpellEntry const* Creature::ReachWithSpellCure(Unit* pVictim)
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float dist = GetCombatDistance(pVictim, spellInfo->rangeIndex == SPELL_RANGE_IDX_COMBAT);
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float dist = GetCombatDistance(pVictim, spellInfo->rangeIndex == SPELL_RANGE_IDX_COMBAT);
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// if(!isInFront( pVictim, range ) && spellInfo->AttributesEx )
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// if(!IsInFront( pVictim, range ) && spellInfo->AttributesEx )
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// continue;
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// continue;
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if (dist > range || dist < minrange)
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if (dist > range || dist < minrange)
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{ continue; }
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{ continue; }
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@ -6870,8 +6870,8 @@ bool Unit::IsVisibleForOrDetect(Unit const* u, WorldObject const* viewPoint, boo
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float visibleDistance = (u->GetTypeId() == TYPEID_PLAYER) ? MAX_PLAYER_STEALTH_DETECT_RANGE : ((Creature const*)u)->GetAttackDistance(this);
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float visibleDistance = (u->GetTypeId() == TYPEID_PLAYER) ? MAX_PLAYER_STEALTH_DETECT_RANGE : ((Creature const*)u)->GetAttackDistance(this);
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// Always invisible from back (when stealth detection is on), also filter max distance cases
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// Always invisible from back (when stealth detection is on), also filter max distance cases
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bool isInFront = viewPoint->IsInFrontInMap(this, visibleDistance);
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bool IsInFront = viewPoint->IsInFrontInMap(this, visibleDistance);
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if (!isInFront)
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if (!IsInFront)
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{ return false; }
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{ return false; }
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// Calculation if target is in front
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// Calculation if target is in front
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