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*Check movementflag to interrupt casting instead of checking position.
*Also some other fixes about movement flags. --HG-- branch : trunk
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@@ -299,9 +299,6 @@ void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
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plMover->SetPosition(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
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plMover->UpdateFallInformationIfNeed(movementInfo, recv_data.GetOpcode());
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if(plMover->isMovingOrTurning())
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plMover->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
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if(movementInfo.z < -500.0f)
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{
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if(plMover->InBattleGround()
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@@ -339,6 +336,13 @@ void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
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if(mover->m_Vehicle)
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return;
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mover->GetMap()->CreatureRelocation((Creature*)mover, movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
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/*if(mover->canFly())
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{
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bool flying = mover->IsFlying();
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if(flying != ((mover->GetByteValue(UNIT_FIELD_BYTES_1, 3) & 0x02) ? true : false))
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mover->SetFlying(flying);
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}*/
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}
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//sLog.outString("Receive Movement Packet %s:", opcodeTable[recv_data.GetOpcode()]);
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