*Check movementflag to interrupt casting instead of checking position.
*Also some other fixes about movement flags. --HG-- branch : trunk
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@@ -35,7 +35,7 @@ void PointMovementGenerator<T>::Initialize(T &unit)
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i_destinationHolder.SetDestination(traveller,i_x,i_y,i_z, !unit.hasUnitState(UNIT_STAT_JUMPING));
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if (unit.GetTypeId() == TYPEID_UNIT && ((Creature*)&unit)->canFly())
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unit.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
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unit.AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
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}
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template<class T>
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