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authorShauren <shauren.trinity@gmail.com>2022-05-07 23:31:55 +0200
committerShauren <shauren.trinity@gmail.com>2022-05-07 23:31:55 +0200
commit538fa8e97ff4b4e36a59e37fd74ea8958e6e30d2 (patch)
treea41886fe93437c3381eae6e52552a22d5c005e23 /src/server/game/Entities/Creature
parent0620b829b2597777f2b5d931dfb0336f79dfd0df (diff)
Core/Spells: Cleanup movement checks in spells - use correct interrupt flags
Diffstat (limited to 'src/server/game/Entities/Creature')
-rw-r--r--src/server/game/Entities/Creature/Creature.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index 35fc80c0e22..03f2b9f783e 100644
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -3363,7 +3363,7 @@ bool Creature::IsMovementPreventedByCasting() const
if (Spell* spell = m_currentSpells[CURRENT_CHANNELED_SPELL])
{
if (spell->getState() != SPELL_STATE_FINISHED && spell->IsChannelActive())
- if (spell->GetSpellInfo()->IsMoveAllowedChannel())
+ if (spell->CheckMovement() != SPELL_CAST_OK)
return false;
}