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Core/Spells: Use correct dbc flag to check if spell can be interrupted
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@@ -44,8 +44,8 @@ enum SpellInterruptFlags
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{
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SPELL_INTERRUPT_FLAG_MOVEMENT = 0x01, // why need this for instant?
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SPELL_INTERRUPT_FLAG_PUSH_BACK = 0x02, // push back
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SPELL_INTERRUPT_FLAG_INTERRUPT = 0x04, // interrupt
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SPELL_INTERRUPT_FLAG_AUTOATTACK = 0x08, // enter combat
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SPELL_INTERRUPT_FLAG_UNK3 = 0x04, // any info?
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SPELL_INTERRUPT_FLAG_INTERRUPT = 0x08, // interrupt
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SPELL_INTERRUPT_FLAG_ABORT_ON_DMG = 0x10, // _complete_ interrupt on direct damage
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//SPELL_INTERRUPT_UNK = 0x20 // unk, 564 of 727 spells having this spell start with "Glyph"
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};
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@@ -6419,7 +6419,8 @@ bool Spell::IsNextMeleeSwingSpell() const
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bool Spell::IsAutoActionResetSpell() const
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{
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return !IsTriggered() && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_AUTOATTACK);
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// TODO: changed SPELL_INTERRUPT_FLAG_AUTOATTACK -> SPELL_INTERRUPT_FLAG_INTERRUPT to fix compile - is this check correct at all?
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return !IsTriggered() && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_INTERRUPT);
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}
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bool Spell::IsNeedSendToClient() const
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