Core/Pets: ported a couple changes from 3.3.5 branch that went missing and corrected a master branch spell check that was allowing non-charmed player controlled units to bypass the ai movement check exception (pets are not meant to be charmed, only controlled)
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@@ -4093,7 +4093,7 @@ 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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// @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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if (!m_caster->ToUnit()->GetCharmerGUID().IsCreature())
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if (!m_caster->ToUnit()->IsControlledByPlayer())
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cancel();
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}
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