Core/Movement: properly fix aura interrupts during movement
Port From (https://github.com/TrinityCore/TrinityCore/commit/43a7091e8a86179e195e2bc021133ce751d48d48)
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@@ -172,6 +172,15 @@ namespace Game.Entities
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UpdateSplineMovement(diff);
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GetMotionMaster().Update(diff);
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// Wait with the aura interrupts until we have updated our movement generators and position
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if (IsPlayer())
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InterruptMovementBasedAuras();
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else if (!MoveSpline.Finalized())
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InterruptMovementBasedAuras();
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// All position info based actions have been executed, reset info
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_positionUpdateInfo.Reset();
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if (GetAI() == null && (!IsPlayer() || (IsCharmed() && GetCharmerGUID().IsCreature())))
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UpdateCharmAI();
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