Core/Movement: restore strict aura interrupt behaivior for players
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@@ -524,8 +524,10 @@ void Unit::Update(uint32 p_time)
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UpdateSplineMovement(p_time);
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i_motionMaster->UpdateMotion(p_time);
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// Wait with the cleanup until we have updated our movement generators and position
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if (!movespline->Finalized() || isMoving() || isTurning())
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// Wait with the aura interrupts until we have updated our movement generators and position6
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if (IsPlayer())
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InterruptMovementBasedAuras();
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else if (!movespline->Finalized())
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InterruptMovementBasedAuras();
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// Update serverside orientation of channeled spells that are suposed to track the channel target
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