Core/Spells: cancel player casts on movement (#469)
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@@ -4157,7 +4157,8 @@ void Spell::update(uint32 difftime)
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// if charmed by creature, trust the AI not to cheat and allow the cast to proceed
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// if charmed by creature, trust the AI not to cheat and allow the cast to proceed
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// @todo this is a hack, "creature" movesplines don't differentiate turning/moving right now
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// @todo this is a hack, "creature" movesplines don't differentiate turning/moving right now
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// however, checking what type of movement the spline is for every single spline would be really expensive
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// however, checking what type of movement the spline is for every single spline would be really expensive
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if (!m_caster->ToUnit()->IsControlledByPlayer())
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Unit* unitCaster = m_caster->ToUnit();
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if (!unitCaster->GetCharmerGUID().IsCreature() && (!unitCaster->IsControlledByPlayer() || unitCaster->GetTypeId() == TYPEID_PLAYER))
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cancel();
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cancel();
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}
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}
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