Core/Position: Refactor GetAngle -> GetAbsoluteAngle because code clarity is good.
Port From (https://github.com/TrinityCore/TrinityCore/commit/bc89e1cdb0da10e53cc9fa4a97565c05bb4c052e)
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@@ -366,7 +366,7 @@ namespace Game.Chat
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float x, y, z;
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target.GetContactPoint(_player, out x, out y, out z);
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_player.TeleportTo(target.GetMapId(), x, y, z, _player.GetAngle(target), TeleportToOptions.GMMode);
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_player.TeleportTo(target.GetMapId(), x, y, z, _player.GetAbsoluteAngle(target), TeleportToOptions.GMMode);
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PhasingHandler.InheritPhaseShift(_player, target);
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_player.UpdateObjectVisibility();
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}
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@@ -806,7 +806,7 @@ namespace Game.Chat
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return false;
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Player chr = handler.GetSession().GetPlayer();
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float followAngle = (creature.GetAngle(chr) - chr.GetOrientation()) * 180.0f / MathF.PI;
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float followAngle = (creature.GetAbsoluteAngle(chr) - chr.GetOrientation()) * 180.0f / MathF.PI;
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float followDist = MathF.Sqrt(MathF.Pow(chr.GetPositionX() - creature.GetPositionX(), 2f) + MathF.Pow(chr.GetPositionY() - creature.GetPositionY(), 2f));
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uint groupAI = 0;
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FormationMgr.AddFormationMember(lowguid, followAngle, followDist, leaderGUID, groupAI);
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