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[10145] Use better (but still hack) way for gameobject size calculation
* This is also hack because some float with unknown exactly value used as 'size' * Another not resolved problem: go size used in creature target autoselection, so for large 'virtual' go creature can seelct strange points near in attempt select 'free' place near target.
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8 changed files with 25 additions and 9 deletions
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@ -660,6 +660,8 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
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uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
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void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
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float GetObjectBoundingRadius() const; // overwrite WorldObject version
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void Use(Unit* user);
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LootState getLootState() const { return m_lootState; }
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