yea, i made a fix for it but it can be done better by calling StopMoving() from where it should be called in the first place. This does work however
@@ -9002,11 +9002,11 @@ void Unit::setDeathState(DeathState s)
if (s != ALIVE && s!= JUST_ALIVED)
{
CombatStop();
DeleteThreatList();
ClearComboPointHolders(); // any combo points pointed to unit lost at it death
-
+ StopMoving();
if(IsNonMeleeSpellCasted(false))
InterruptNonMeleeSpells(false);
}
if (s == JUST_DIED)
EDIT: Just looked at the code and where i was told to edit it wouldn't make much sense. It does the job of ending the spell but doesn't stop the movement generators that are used for those spells (i.e. fear or disorient affects). I'm not sure if theres a way to check if a spell uses a movement generator for the affect otherwise you could make a function call in InterruptNonMeleeSpells(false);