Core/Spells: merged some spell focussing and unit state changes
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@@ -927,13 +927,6 @@ class npc_orb_carrier : public CreatureScript
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me->CastSpell((Unit*)nullptr, SPELL_TRACK_ROTATION, false);
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scheduler.Update(diff);
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/// Workaround: This is here because even though the above spell has SPELL_ATTR1_CHANNEL_TRACK_TARGET,
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/// we are having two creatures involded here. This attribute is handled clientside, meaning the client
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/// sends orientation update itself. Here, no packet is sent, and the creature does not rotate. By
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/// forcing the carrier to always be facing the rotation focus, we ensure everything works as it should.
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if (Creature* rotationFocus = _instance->GetCreature(DATA_ORB_ROTATION_FOCUS))
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me->SetFacingToObject(rotationFocus); // setInFront
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}
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void DoAction(int32 action) override
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