Core/Movement: Don't compute orientation for vertical splines
Port From (https://github.com/TrinityCore/TrinityCore/commit/8d83c78618d5cde9f09e68e193ecb366b52b8381)
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@@ -172,7 +172,8 @@ namespace Game.Movement
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{
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Vector3 hermite;
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spline.Evaluate_Derivative(point_Idx, u, out hermite);
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orientation = MathF.Atan2(hermite.Y, hermite.X);
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if (hermite.X != 0f || hermite.Y != 0f)
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orientation = MathF.Atan2(hermite.Y, hermite.X);
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}
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if (splineflags.HasFlag(SplineFlag.Backward))
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