Core/GameObjects: Use all axis rotations for gameobject model collision, not just orientation
Port From (https://github.com/TrinityCore/TrinityCore/commit/c13d26e1fa40ac8d40e1b4f7c72e4c1ef3f6c5e8)
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@@ -3503,7 +3503,7 @@ namespace Game.Entities
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public override byte GetNameSetId() { return _owner.GetNameSetId(); }
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public override bool IsInPhase(PhaseShift phaseShift) { return _owner.GetPhaseShift().CanSee(phaseShift); }
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public override Vector3 GetPosition() { return new Vector3(_owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZ()); }
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public override float GetOrientation() { return _owner.GetOrientation(); }
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public override Quaternion GetRotation() { return new Quaternion(_owner.GetLocalRotation().X, _owner.GetLocalRotation().Y, _owner.GetLocalRotation().Z, _owner.GetLocalRotation().W); }
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public override float GetScale() { return _owner.GetObjectScale(); }
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GameObject _owner;
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