Core/Movement: properly fix aura interrupts during movement

Port From (https://github.com/TrinityCore/TrinityCore/commit/43a7091e8a86179e195e2bc021133ce751d48d48)
This commit is contained in:
hondacrx
2022-01-06 10:24:20 -05:00
parent 923a993f1e
commit 8c71ecf0b2
4 changed files with 42 additions and 5 deletions
+9
View File
@@ -172,6 +172,15 @@ namespace Game.Entities
UpdateSplineMovement(diff);
GetMotionMaster().Update(diff);
// Wait with the aura interrupts until we have updated our movement generators and position
if (IsPlayer())
InterruptMovementBasedAuras();
else if (!MoveSpline.Finalized())
InterruptMovementBasedAuras();
// All position info based actions have been executed, reset info
_positionUpdateInfo.Reset();
if (GetAI() == null && (!IsPlayer() || (IsCharmed() && GetCharmerGUID().IsCreature())))
UpdateCharmAI();