Core/Spells: Fixed SPELL_AURA_CAST_WHILE_WALKING
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@@ -2700,7 +2700,9 @@ void Unit::_UpdateSpells(uint32 time)
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void Unit::_UpdateAutoRepeatSpell()
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{
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// check "realtime" interrupts
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if ((GetTypeId() == TYPEID_PLAYER && ToPlayer()->isMoving()) || IsNonMeleeSpellCasted(false, false, true, m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id == 75))
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// don't cancel spells which are affected by a SPELL_AURA_CAST_WHILE_WALKING effect
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if (((GetTypeId() == TYPEID_PLAYER && ToPlayer()->isMoving()) || IsNonMeleeSpellCasted(false, false, true, m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id == 75)) &&
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!HasAuraTypeWithAffectMask(SPELL_AURA_CAST_WHILE_WALKING, m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo))
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{
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// cancel wand shoot
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if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id != 75)
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@@ -389,7 +389,7 @@ enum AuraType
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SPELL_AURA_327 = 327,
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SPELL_AURA_PROC_ON_POWER_AMOUNT = 328,
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SPELL_AURA_MOD_RUNE_REGEN_SPEED = 329, // NYI
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SPELL_AURA_CAST_WHILE_WALKING = 330, // NYI
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SPELL_AURA_CAST_WHILE_WALKING = 330,
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SPELL_AURA_331 = 331,
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SPELL_AURA_OVERRIDE_ACTIONBAR_SPELLS = 332,
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SPELL_AURA_OVERRIDE_ACTIONBAR_SPELLS_2 = 333,
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@@ -385,7 +385,7 @@ pAuraEffectHandler AuraEffectHandler[TOTAL_AURAS]=
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&AuraEffect::HandleUnused, //327 unused (4.3.4)
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&AuraEffect::HandleNoImmediateEffect, //328 SPELL_AURA_PROC_ON_POWER_AMOUNT implemented in Unit::HandleAuraProcOnPowerAmount
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&AuraEffect::HandleNULL, //329 SPELL_AURA_MOD_RUNE_REGEN_SPEED
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&AuraEffect::HandleNULL, //330 SPELL_AURA_CAST_WHILE_WALKING
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&AuraEffect::HandleNoImmediateEffect, //330 SPELL_AURA_CAST_WHILE_WALKING
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&AuraEffect::HandleNULL, //331 SPELL_AURA_331
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&AuraEffect::HandleNoImmediateEffect, //332 SPELL_AURA_OVERRIDE_ACTIONBAR_SPELLS implemented in WorldSession::HandleCastSpellOpcode
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&AuraEffect::HandleNoImmediateEffect, //333 SPELL_AURA_OVERRIDE_ACTIONBAR_SPELLS_2 implemented in WorldSession::HandleCastSpellOpcode
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@@ -3011,7 +3011,9 @@ void Spell::prepare(SpellCastTargets const* targets, AuraEffect const* triggered
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// don't allow channeled spells / spells with cast time to be casted while moving
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// (even if they are interrupted on moving, spells with almost immediate effect get to have their effect processed before movement interrupter kicks in)
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if ((m_spellInfo->IsChanneled() || m_casttime) && m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->isMoving() && m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT)
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// don't cancel spells which are affected by a SPELL_AURA_CAST_WHILE_WALKING effect
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if (((m_spellInfo->IsChanneled() || m_casttime) && m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->isMoving() &&
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m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT) && !HasAuraTypeWithAffectMask(SPELL_AURA_CAST_WHILE_WALKING, m_spellInfo))
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{
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SendCastResult(SPELL_FAILED_MOVING);
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finish(false);
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@@ -3530,9 +3532,11 @@ void Spell::update(uint32 difftime)
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}
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// check if the player caster has moved before the spell finished
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// with the exception of spells affected with SPELL_AURA_CAST_WHILE_WALKING effect
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if ((m_caster->GetTypeId() == TYPEID_PLAYER && m_timer != 0) &&
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m_caster->isMoving() && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT) &&
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(m_spellInfo->Effects[0].Effect != SPELL_EFFECT_STUCK || !m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR)))
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(m_spellInfo->Effects[0].Effect != SPELL_EFFECT_STUCK || !m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR)) &&
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!HasAuraTypeWithAffectMask(SPELL_AURA_CAST_WHILE_WALKING, m_spellInfo))
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{
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// don't cancel for melee, autorepeat, triggered and instant spells
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if (!IsNextMeleeSwingSpell() && !IsAutoRepeat() && !IsTriggered())
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@@ -4789,7 +4793,8 @@ SpellCastResult Spell::CheckCast(bool strict)
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// cancel autorepeat spells if cast start when moving
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// (not wand currently autorepeat cast delayed to moving stop anyway in spell update code)
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if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->ToPlayer()->isMoving())
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// Do not cancel spells which are affected by a SPELL_AURA_CAST_WHILE_WALKING effect
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if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->ToPlayer()->isMoving() && !HasAuraTypeWithAffectMask(SPELL_AURA_CAST_WHILE_WALKING, m_spellInfo))
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{
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// skip stuck spell to allow use it in falling case and apply spell limitations at movement
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if ((!m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR) || m_spellInfo->Effects[0].Effect != SPELL_EFFECT_STUCK) &&
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