From 9636581ee9c8eb608b453a794624b7131bd8fb8b Mon Sep 17 00:00:00 2001 From: hondacrx Date: Wed, 15 Jun 2022 18:25:39 -0400 Subject: [PATCH] Core/Units: Removed incorrect facing movement packet sent with every creature autoattack Port From (https://github.com/TrinityCore/TrinityCore/commit/2e0afa7bca3b6de10eacbcc082193d2c67050f88) --- Source/Game/Entities/Unit/Unit.Combat.cs | 3 --- 1 file changed, 3 deletions(-) diff --git a/Source/Game/Entities/Unit/Unit.Combat.cs b/Source/Game/Entities/Unit/Unit.Combat.cs index a4e72ba62..31982800b 100644 --- a/Source/Game/Entities/Unit/Unit.Combat.cs +++ b/Source/Game/Entities/Unit/Unit.Combat.cs @@ -529,9 +529,6 @@ namespace Game.Entities if (!extra && _lastExtraAttackSpell != 0) _lastExtraAttackSpell = 0; - if (IsTypeId(TypeId.Unit) && !HasUnitFlag(UnitFlags.Possessed) && !HasUnitFlag2(UnitFlags2.CannotTurn)) - SetFacingToObject(victim, false); // update client side facing to face the target (prevents visual glitches when casting untargeted spells) - // melee attack spell casted at main hand attack only - no normal melee dmg dealt if (attType == WeaponAttackType.BaseAttack && GetCurrentSpell(CurrentSpellTypes.Melee) != null && !extra) m_currentSpells[CurrentSpellTypes.Melee].Cast();