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float dy = float(playerBoxDistY * cosVal + playerBoxDistX * sinVal);
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// box edges are parallel to coordiante axis, so we can treat every dimension independently :D
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float dz = z - atEntry->z;
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if ((fabs(dx) > atEntry->box_x / 2 + delta) ||
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(fabs(dy) > atEntry->box_y / 2 + delta) ||
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(fabs(dz) > atEntry->box_z / 2 + delta))
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returnfalse;
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}
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returntrue;
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}
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voidObjectMgr::LoadAreaTriggers()
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{
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std::unique_ptr<QueryResult> result(WorldDatabase.PQuery("SELECT * FROM `areatrigger_template` t1 WHERE `build`=(SELECT max(`build`) FROM `areatrigger_template` t2 WHERE t1.`id`=t2.`id` && `build` <= %u)", SUPPORTED_CLIENT_BUILD));
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