fix(Core/Players): charge should not delay player's auto attacks (#8978)
- Closes #7266
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@@ -156,8 +156,7 @@ void Player::Update(uint32 p_time)
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m_achievementMgr->UpdateTimedAchievements(p_time);
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m_achievementMgr->UpdateTimedAchievements(p_time);
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if (HasUnitState(UNIT_STATE_MELEE_ATTACKING) &&
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if (HasUnitState(UNIT_STATE_MELEE_ATTACKING) && !HasUnitState(UNIT_STATE_CASTING) && !HasUnitState(UNIT_STATE_CHARGING))
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!HasUnitState(UNIT_STATE_CASTING))
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{
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{
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if (Unit* victim = GetVictim())
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if (Unit* victim = GetVictim())
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{
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{
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