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Core/Movement: Changed casting check in TargetedMovementGenerator to …
…be able to freely manipulate cast+move interaction in scripts
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Stopping movement should be done rather only while casting/channeling spell with: SPELL_INTERRUPT_FLAG_MOVEMENT or
CHANNEL_INTERRUPT_FLAG_INTERRUPT (which I think really is movement interrupt for channels :])
adding new state UNIT_STATE_CASTING_NOT_MOVE for casting spells with those interrupt flags shouldn't hurt :p
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fix #5403?
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Hah, should fix that track rotation shit with bitchlion, thanks, gonna check when i get back my comp.
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Kologarn eye beam works fine :)
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did it fix #5726?
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Warpten - you are make me smile ))
bitchlion
to Shauren us always thanks.
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@Xanvial: yes it should