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Core/Position: Refactor GetAngle -> GetAbsoluteAngle because code clarity is good.
(cherry picked from commit 4692e10ca2)
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@@ -2221,7 +2221,7 @@ void Spell::EffectDistract()
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unitTarget->GetMotionMaster()->MoveDistract(damage * IN_MILLISECONDS);
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unitTarget->StopMoving();
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unitTarget->SetFacingTo(unitTarget->GetAngle(destTarget));
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unitTarget->SetFacingTo(unitTarget->GetAbsoluteAngle(destTarget));
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}
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void Spell::EffectPickPocket()
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@@ -5072,7 +5072,7 @@ void Spell::SummonGuardian(SpellEffectInfo const* effect, uint32 entry, SummonPr
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summon->SetFaction(unitCaster->GetFaction());
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if (summon->HasUnitTypeMask(UNIT_MASK_MINION) && m_targets.HasDst())
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((Minion*)summon)->SetFollowAngle(unitCaster->GetAngle(summon));
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((Minion*)summon)->SetFollowAngle(unitCaster->GetAbsoluteAngle(summon));
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if (summon->GetEntry() == 27893)
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{
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