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authorccrs <ccrs@users.noreply.github.com>2017-05-02 11:43:50 +0200
committerccrs <ccrs@users.noreply.github.com>2017-05-02 11:43:50 +0200
commitb74264aef418a3c44e98a3cf9da692fd662e008d (patch)
tree094570d569a2dfc6ae255d882d47e95e390ea6df
parentcf8380a3a77d2585f13945a53b7579a1d2fb8468 (diff)
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
-rw-r--r--src/server/game/Entities/Creature/Creature.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index b6c0d27f0ad..9868ad846e1 100644
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -3108,8 +3108,7 @@ bool Creature::IsMovementPreventedByCasting() const
{
if (spell->getState() != SPELL_STATE_FINISHED && spell->IsChannelActive())
if (spell->GetSpellInfo()->IsMoveAllowedChannel())
- if (HasUnitState(UNIT_STATE_CASTING))
- return true;
+ return false;
}
if (const_cast<Creature*>(this)->IsFocusing(nullptr, true))