Core/Spells: players shouldn't force their orientation (serverside) on each periodictick when channeling
Port From (https://github.com/TrinityCore/TrinityCore/commit/0d51e52aa608c85517035fb378500be01b0e578e)
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@@ -514,7 +514,8 @@ namespace Game.Spells
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Unit target = aurApp.GetTarget();
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Unit target = aurApp.GetTarget();
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// Update serverside orientation of tracking channeled auras on periodic update ticks
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// Update serverside orientation of tracking channeled auras on periodic update ticks
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if (caster != null && m_spellInfo.IsChanneled() && m_spellInfo.HasAttribute(SpellAttr1.ChannelTrackTarget) && !caster.m_unitData.ChannelObjects.Empty())
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// exclude players because can turn during channeling and shouldn't desync orientation client/server
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if (caster != null && !caster.IsPlayer() && m_spellInfo.IsChanneled() && m_spellInfo.HasAttribute(SpellAttr1.ChannelTrackTarget) && caster.m_unitData.ChannelObjects.Size())
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{
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{
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ObjectGuid channelGuid = caster.m_unitData.ChannelObjects[0];
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ObjectGuid channelGuid = caster.m_unitData.ChannelObjects[0];
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if (channelGuid != caster.GetGUID())
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if (channelGuid != caster.GetGUID())
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