Core/Spells: Set UNIT_FIELD_TARGET to current spell cast target for proper facing the target
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@@ -85,7 +85,7 @@ ConfusedMovementGenerator<T>::Initialize(T &unit)
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}
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}
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unit.SetUInt64Value(UNIT_FIELD_TARGET, 0);
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unit.SetTarget(0);
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unit.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
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unit.CastStop();
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unit.StopMoving();
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@@ -170,7 +170,7 @@ ConfusedMovementGenerator<T>::Finalize(T &unit)
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unit.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
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unit.ClearUnitState(UNIT_STAT_CONFUSED);
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if (unit.GetTypeId() == TYPEID_UNIT && unit.getVictim())
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unit.SetUInt64Value(UNIT_FIELD_TARGET, unit.getVictim()->GetGUID());
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unit.SetTarget(unit.getVictim()->GetGUID());
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}
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template void ConfusedMovementGenerator<Player>::Initialize(Player &player);
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@@ -304,7 +304,7 @@ FleeingMovementGenerator<T>::Initialize(T &owner)
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owner.CastStop();
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owner.AddUnitState(UNIT_STAT_FLEEING | UNIT_STAT_ROAMING);
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owner.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
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owner.SetUInt64Value(UNIT_FIELD_TARGET, 0);
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owner.SetTarget(0);
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owner.RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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if (Unit* fright = ObjectAccessor::GetUnit(owner, i_frightGUID))
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@@ -353,7 +353,7 @@ FleeingMovementGenerator<T>::Finalize(T &owner)
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owner.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
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owner.ClearUnitState(UNIT_STAT_FLEEING | UNIT_STAT_ROAMING);
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if (owner.GetTypeId() == TYPEID_UNIT && owner.getVictim())
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owner.SetUInt64Value(UNIT_FIELD_TARGET, owner.getVictim()->GetGUID());
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owner.SetTarget(owner.getVictim()->GetGUID());
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}
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template<class T>
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