Core/Spells: Fixed logic related to movement while channeling

This commit is contained in:
hondacrx
2018-02-12 23:16:54 -05:00
parent da5fd47650
commit 13dcfddc83
4 changed files with 12 additions and 6 deletions
@@ -64,7 +64,7 @@ namespace Game.Movement
}
// prevent movement while casting spells with cast time or channel time
if (owner.HasUnitState(UnitState.Casting) && !owner.CanMoveDuringChannel())
if (owner.IsMovementPreventedByCasting())
{
if (!owner.isStopped())
owner.StopMoving();
@@ -144,7 +144,7 @@ namespace Game.Movement
if (owner.HasUnitState(UnitState.NotMove))
return;
if (owner.HasUnitState(UnitState.Casting) && !owner.CanMoveDuringChannel())
if (owner.IsMovementPreventedByCasting())
return;
if (owner.IsTypeId(TypeId.Unit) && !target.isInAccessiblePlaceFor(owner.ToCreature()))