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Core/Units: Renamed and documented UNIT_FLAG_DISABLE_MOVE to prevent people from trying to use this flag to root a creature leaving them wondering why it doesn't do anything
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@@ -113,7 +113,7 @@ EnumName<UnitFlags> const unitFlags[MAX_UNIT_FLAGS] =
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{
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CREATE_NAMED_ENUM(UNIT_FLAG_SERVER_CONTROLLED),
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CREATE_NAMED_ENUM(UNIT_FLAG_NON_ATTACKABLE),
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CREATE_NAMED_ENUM(UNIT_FLAG_DISABLE_MOVE),
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CREATE_NAMED_ENUM(UNIT_FLAG_REMOVE_CLIENT_CONTROL),
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CREATE_NAMED_ENUM(UNIT_FLAG_PVP_ATTACKABLE),
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CREATE_NAMED_ENUM(UNIT_FLAG_RENAME),
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CREATE_NAMED_ENUM(UNIT_FLAG_PREPARATION),
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@@ -125,7 +125,7 @@ EnumName<UnitFlags> const unitFlags[MAX_UNIT_FLAGS] =
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CREATE_NAMED_ENUM(UNIT_FLAG_PET_IN_COMBAT),
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CREATE_NAMED_ENUM(UNIT_FLAG_PVP),
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CREATE_NAMED_ENUM(UNIT_FLAG_SILENCED),
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CREATE_NAMED_ENUM(UNIT_FLAG_UNK_14),
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CREATE_NAMED_ENUM(UNIT_FLAG_CANNOT_SWIM),
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CREATE_NAMED_ENUM(UNIT_FLAG_UNK_15),
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CREATE_NAMED_ENUM(UNIT_FLAG_UNK_16),
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CREATE_NAMED_ENUM(UNIT_FLAG_PACIFIED),
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@@ -2140,7 +2140,7 @@ class spell_gen_mounted_charge: public SpellScriptLoader
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}
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// If target isn't a training dummy there's a chance of failing the charge
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if (!target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE) && roll_chance_f(12.5f))
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if (!target->IsCharmedOwnedByPlayerOrPlayer() && roll_chance_f(12.5f))
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spellId = SPELL_CHARGE_MISS_EFFECT;
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if (Unit* vehicle = GetCaster()->GetVehicleBase())
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