Use correct check in BuildMovementPacket to determine if creature can fly. Based on [8647] by NoFantasy
--HG-- branch : trunk
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@@ -14865,7 +14865,7 @@ void Unit::BuildMovementPacket(ByteBuffer *data) const
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switch(GetTypeId())
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switch(GetTypeId())
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{
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{
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case TYPEID_UNIT:
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case TYPEID_UNIT:
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if(isInFlight())
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if(canFly())
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const_cast<Unit*>(this)->AddUnitMovementFlag(MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_LEVITATING);
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const_cast<Unit*>(this)->AddUnitMovementFlag(MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_LEVITATING);
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break;
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break;
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case TYPEID_PLAYER:
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case TYPEID_PLAYER:
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