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Core/Creature: IsMovementPreventedByCasting followup
Handle correctly move allowed channels: IsChannelActive checks if channel phase has started (after cast if any) Must skip the other checks since all channels focus target. ref #19532
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@@ -3108,8 +3108,7 @@ bool Creature::IsMovementPreventedByCasting() const
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{
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if (spell->getState() != SPELL_STATE_FINISHED && spell->IsChannelActive())
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if (spell->GetSpellInfo()->IsMoveAllowedChannel())
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if (HasUnitState(UNIT_STATE_CASTING))
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return true;
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return false;
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}
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if (const_cast<Creature*>(this)->IsFocusing(nullptr, true))
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