diff options
Diffstat (limited to 'src/server/game/Spells/Spell.cpp')
-rwxr-xr-x | src/server/game/Spells/Spell.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index 21d49ccf151..ecd20a03665 100755 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -3505,7 +3505,7 @@ void Spell::update(uint32 difftime) // check if the player caster has moved before the spell finished if ((m_caster->GetTypeId() == TYPEID_PLAYER && m_timer != 0) && m_caster->isMoving() && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT) && - (m_spellInfo->Effects[0].Effect != SPELL_EFFECT_STUCK || !m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING))) + (m_spellInfo->Effects[0].Effect != SPELL_EFFECT_STUCK || !m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR))) { // don't cancel for melee, autorepeat, triggered and instant spells if (!IsNextMeleeSwingSpell() && !IsAutoRepeat() && !IsTriggered()) @@ -4756,7 +4756,7 @@ SpellCastResult Spell::CheckCast(bool strict) if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->ToPlayer()->isMoving()) { // skip stuck spell to allow use it in falling case and apply spell limitations at movement - if ((!m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING) || m_spellInfo->Effects[0].Effect != SPELL_EFFECT_STUCK) && + if ((!m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR) || m_spellInfo->Effects[0].Effect != SPELL_EFFECT_STUCK) && (IsAutoRepeat() || (m_spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_SEATED) != 0)) return SPELL_FAILED_MOVING; } |