Follow-up Comment #10, patch #3186 (project wesnoth):

Do any other events interrupt when [allow_undo] is not used?  As I understand
it, not using [allow_undo] allows the action to continue, but prevents it from
being undone.  [stop_action], by contrast, puts a stop to something; it's
rather a different idea, more akin to taking the unit off the field just long
enough for any actions involving it to fail.  Also, when a WML author is
wondering why his simple movefrom event is rendering a unit unable to move,
adding [allow_undo] is a rather unintuitive fix.

I suppose it does make sense to interrupt movement on any irreversible action
(as the player might want to change what he does next), but that sort of
interrupt should be something that the player can press on through if he
doesn't care (via the "continue move" hotkey).

In the past, I've used a Lua-based movethrough event (that fired at the end of
movement) to change the terrain that a unit moves over.  Once the player is
familiar with the unit having that effect, that would seem to be a valid
usecase for a movethrough event that disallows undo, but does not interrupt
movement.

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