From 08f13f83af4d10a8620f38cd1fae94fc07333007 Mon Sep 17 00:00:00 2001 From: ccrs Date: Tue, 2 May 2017 11:43:50 +0200 Subject: 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) --- src/server/game/Entities/Creature/Creature.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'src') 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(this)->IsFocusing(nullptr, true)) -- cgit v1.2.3