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Mobs will now face their target they are casting on
Note: they do not switch their target, this is how live does it
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@ -461,8 +461,9 @@ bool Mob::DoCastSpell(uint16 spell_id, uint16 target_id, uint16 slot,
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if (IsAIControlled())
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{
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SetRunAnimSpeed(0);
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if(this != pMob)
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this->FaceTarget(pMob);
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pMob = entity_list.GetMob(target_id);
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if (pMob && this != pMob)
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FaceTarget(pMob);
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}
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// if we got here we didn't fizzle, and are starting our cast
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