Core/Movement: Fixed orientation calculation when using MoveSpline::ComputePosition(int32 time_offset) overload
Port From (https://github.com/TrinityCore/TrinityCore/commit/3596ecaf311819cd0b34c511b7cdc9b09a411f6d)
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@@ -162,7 +162,7 @@ namespace Game.Movement
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if (!splineflags.HasFlag(MoveSplineFlagEnum.OrientationFixed | MoveSplineFlagEnum.Falling | MoveSplineFlagEnum.JumpOrientationFixed))
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if (!splineflags.HasFlag(MoveSplineFlagEnum.OrientationFixed | MoveSplineFlagEnum.Falling | MoveSplineFlagEnum.JumpOrientationFixed))
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{
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{
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Vector3 hermite;
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Vector3 hermite;
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spline.Evaluate_Derivative(point_Idx, u, out hermite);
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spline.Evaluate_Derivative(point_index, u, out hermite);
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if (hermite.X != 0f || hermite.Y != 0f)
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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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orientation = MathF.Atan2(hermite.Y, hermite.X);
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}
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}
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