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fix(Core/Movement): creatures should not cast while moving (#9141)
- Closes #8843
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@@ -359,7 +359,7 @@ public:
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void SetTarget(ObjectGuid guid = ObjectGuid::Empty) override;
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void FocusTarget(Spell const* focusSpell, WorldObject const* target);
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void ReleaseFocus(Spell const* focusSpell);
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bool IsMovementPreventedByCasting() const;
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bool IsMovementPreventedByCasting() const override;
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// Part of Evade mechanics
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[[nodiscard]] time_t GetLastDamagedTime() const;
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