Core/Spells: Cleanup movement checks in spells - use correct interrupt flags
Port From (https://github.com/TrinityCore/TrinityCore/commit/538fa8e97ff4b4e36a59e37fd74ea8958e6e30d2)
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@@ -1160,7 +1160,7 @@ namespace Game.Entities
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if (spell != null)
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{
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if (spell.GetState() != SpellState.Finished && spell.IsChannelActive())
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if (spell.GetSpellInfo().IsMoveAllowedChannel())
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if (spell.CheckMovement() != SpellCastResult.SpellCastOk)
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if (HasUnitState(UnitState.Casting))
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return true;
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}
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