Core/Spells: Set UNIT_FIELD_TARGET to current spell cast target for proper facing the target
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@@ -290,7 +290,7 @@ public:
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DoCast(target, SPELL_GREEN_BEAM);
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//Correctly update our target
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me->SetUInt64Value(UNIT_FIELD_TARGET, target->GetGUID());
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me->SetTarget(target->GetGUID());
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}
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//Beam every 3 seconds
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@@ -325,7 +325,7 @@ public:
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me->SetReactState(REACT_PASSIVE);
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//Remove any target
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me->SetUInt64Value(UNIT_FIELD_TARGET, 0);
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me->SetTarget(0);
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//Select random target for dark beam to start on
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if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
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@@ -402,7 +402,7 @@ public:
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//Transition phase
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case PHASE_CTHUN_TRANSITION:
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//Remove any target
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me->SetUInt64Value(UNIT_FIELD_TARGET, 0);
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me->SetTarget(0);
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me->SetHealth(0);
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me->SetVisible(false);
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break;
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@@ -442,7 +442,7 @@ public:
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_NON_ATTACKABLE);
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//Remove Target field
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me->SetUInt64Value(UNIT_FIELD_TARGET, 0);
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me->SetTarget(0);
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//Death animation/respawning;
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pInst->SetData(DATA_CTHUN_PHASE, PHASE_CTHUN_TRANSITION);
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@@ -628,7 +628,7 @@ public:
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return;
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}
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me->SetUInt64Value(UNIT_FIELD_TARGET, 0);
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me->SetTarget(0);
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//No instance
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if (!pInst)
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@@ -706,7 +706,7 @@ public:
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//Body Phase
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case PHASE_CTHUN_STOMACH:
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//Remove Target field
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me->SetUInt64Value(UNIT_FIELD_TARGET, 0);
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me->SetTarget(0);
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//Weaken
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if (FleshTentaclesKilled > 1)
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