*Check movementflag to interrupt casting instead of checking position.
*Also some other fixes about movement flags. --HG-- branch : trunk
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@@ -79,7 +79,7 @@ inline float Traveller<Creature>::Speed()
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return i_traveller.m_TempSpeed;
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else if(i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
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return i_traveller.GetSpeed(MOVE_WALK);
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else if(i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_FLYING2))
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else if(i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
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return i_traveller.GetSpeed(MOVE_FLIGHT);
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else
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return i_traveller.GetSpeed(MOVE_RUN);
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@@ -98,7 +98,7 @@ inline float Traveller<Creature>::GetMoveDestinationTo(float x, float y, float z
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float dy = y - GetPositionY();
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float dz = z - GetPositionZ();
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if(i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_FLYING2))
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if(i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
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return sqrt((dx*dx) + (dy*dy) + (dz*dz));
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else //Walking on the ground
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return sqrt((dx*dx) + (dy*dy));
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