Core/Unit: 2170541a51 followup
use true as default value since pretty much all the script calls will expect that
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@@ -1888,7 +1888,7 @@ void Unit::AttackerStateUpdate (Unit* victim, WeaponAttackType attType, bool ext
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return; // ignore ranged case
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if (GetTypeId() == TYPEID_UNIT && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
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SetFacingToObject(victim); // update client side facing to face the target (prevents visual glitches when casting untargeted spells)
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SetFacingToObject(victim, false); // update client side facing to face the target (prevents visual glitches when casting untargeted spells)
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// melee attack spell cast at main hand attack only - no normal melee dmg dealt
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if (attType == BASE_ATTACK && m_currentSpells[CURRENT_MELEE_SPELL] && !extra)
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@@ -1936,7 +1936,7 @@ void Unit::FakeAttackerStateUpdate(Unit* victim, WeaponAttackType attType /*= BA
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return; // ignore ranged case
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if (GetTypeId() == TYPEID_UNIT && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
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SetFacingToObject(victim); // update client side facing to face the target (prevents visual glitches when casting untargeted spells)
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SetFacingToObject(victim, false); // update client side facing to face the target (prevents visual glitches when casting untargeted spells)
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CalcDamageInfo damageInfo;
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damageInfo.attacker = this;
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@@ -16614,7 +16614,8 @@ void Unit::SetInFront(WorldObject const* target)
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void Unit::SetFacingTo(float ori, bool force)
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{
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if (!force && !IsStopped())
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// do not face when already moving
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if (!force && (!IsStopped() || !movespline->Finalized()))
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return;
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Movement::MoveSplineInit init(this);
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@@ -16628,7 +16629,7 @@ void Unit::SetFacingTo(float ori, bool force)
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void Unit::SetFacingToObject(WorldObject const* object, bool force)
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{
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// do not face when already moving
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if (!force && !IsStopped())
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if (!force && (!IsStopped() || !movespline->Finalized()))
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return;
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/// @todo figure out under what conditions creature will move towards object instead of facing it where it currently is.
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