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authorccrs <ccrs@users.noreply.github.com>2017-05-02 11:43:50 +0200
committerfunjoker <funjoker109@gmail.com>2020-06-14 20:04:16 +0200
commit08f13f83af4d10a8620f38cd1fae94fc07333007 (patch)
tree970709acf64c70640913ed1a4c20db6d9b5dffae /src
parentd53a2dea5f133c479fbe23d435bd6db8a0c242b7 (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 (cherry picked from commit b74264aef418a3c44e98a3cf9da692fd662e008d)
Diffstat (limited to 'src')
-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 2d66f88a745..44a6ae2b3a4 100644
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -3217,8 +3217,7 @@ 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))