*Check movementflag to interrupt casting instead of checking position.
*Also some other fixes about movement flags. --HG-- branch : trunk
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@@ -310,7 +310,7 @@ struct TRINITY_DLL_DECL mob_rizzle_sprysprocketAI : public ScriptedAI
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Player* player = Unit::GetPlayer(PlayerGUID);
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SendText(MSG_ESCAPE_NOTICE, player);
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DoCast(m_creature, SPELL_PERIODIC_DEPTH_CHARGE);
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m_creature->SetUnitMovementFlags(MOVEMENTFLAG_FLYING2 | MOVEMENTFLAG_SWIMMING);
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m_creature->SetUnitMovementFlags(MOVEMENTFLAG_HOVER | MOVEMENTFLAG_SWIMMING);
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m_creature->SetSpeed(MOVE_RUN, 0.85f, true);
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m_creature->GetMotionMaster()->MovementExpired();
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m_creature->GetMotionMaster()->MovePoint(CurrWP, WPs[CurrWP][0], WPs[CurrWP][1], WPs[CurrWP][2]);
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@@ -441,7 +441,7 @@ struct TRINITY_DLL_DECL mob_depth_chargeAI : public ScriptedAI
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void Reset()
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{
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m_creature->SetUnitMovementFlags(MOVEMENTFLAG_FLYING2 | MOVEMENTFLAG_SWIMMING);
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m_creature->SetUnitMovementFlags(MOVEMENTFLAG_HOVER | MOVEMENTFLAG_SWIMMING);
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m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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we_must_die = false;
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must_die_timer = 1000;
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@@ -400,7 +400,7 @@ struct TRINITY_DLL_DECL boss_headless_horsemanAI : public ScriptedAI
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{
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m_creature->SetVisibility(VISIBILITY_OFF);
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m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_HOVER);
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m_creature->SetSpeed(MOVE_WALK,5.0f,true);
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wp_reached = false;
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count = 0;
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@@ -432,7 +432,7 @@ struct TRINITY_DLL_DECL boss_headless_horsemanAI : public ScriptedAI
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pInstance->SetData(GAMEOBJECT_PUMPKIN_SHRINE, 0); //hide gameobject
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break;
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case 19:
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m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING2);break;
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m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_HOVER);break;
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case 20: {
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Phase = 1;
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IsFlying = false;
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+1
-1
@@ -295,7 +295,7 @@ struct TRINITY_DLL_DECL mob_annhylde_the_callerAI : public ScriptedAI
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void Reset()
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{
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_FLYING + MOVEMENTFLAG_FLYING2);
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_FLYING + MOVEMENTFLAG_HOVER);
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m_creature->SetSpeed(MOVE_SWIM , 0.1f);
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m_creature->SetSpeed(MOVE_RUN , 0.1f);
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m_creature->SetSpeed(MOVE_WALK , 0.1f);
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