Core/Units: renamed SetInFront to SetOrientationTowards to clarify its actual functionality and added comments to SetOrientationTowards, SetFacingTo and SetFacingToObject
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@@ -472,14 +472,14 @@ void Unit::Update(uint32 p_time)
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ObjectGuid const channelGuid = GetChannelObjectGuid();
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if (!channelGuid.IsEmpty() && channelGuid != GetGUID())
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if (WorldObject const* objectTarget = ObjectAccessor::GetWorldObject(*this, channelGuid))
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SetOrientation(GetAngle(objectTarget)); // use SetOrientation instead of SetInFront because channeling may apply no turn unit states.
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SetOrientationTowards(objectTarget);
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}
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else
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{
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ObjectGuid const targetGuid = GetTarget();
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if (!targetGuid.IsEmpty() && targetGuid != GetGUID())
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if (WorldObject const* objectTarget = ObjectAccessor::GetWorldObject(*this, targetGuid))
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SetInFront(objectTarget);
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SetOrientationTowards(objectTarget);
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}
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}
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@@ -13948,10 +13948,9 @@ bool CharmInfo::IsReturning()
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return _isReturning;
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}
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void Unit::SetInFront(WorldObject const* target)
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void Unit::SetOrientationTowards(WorldObject const* target)
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{
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if (!HasUnitState(UNIT_STATE_CANNOT_TURN))
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SetOrientation(GetAngle(target));
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SetOrientation(GetAngle(target));
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}
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void Unit::SetFacingTo(float ori, bool force)
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