fix(Core/Spells): Steady Shoot should not suspend ranged attack timer. (#9125)
Fixes #9107
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@@ -469,16 +469,18 @@ void Unit::Update(uint32 p_time)
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{
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{
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setAttackTimer(BASE_ATTACK, base_attack > 0 ? base_attack - (int32) p_time : 0);
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setAttackTimer(BASE_ATTACK, base_attack > 0 ? base_attack - (int32) p_time : 0);
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}
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}
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if (int32 ranged_attack = getAttackTimer(RANGED_ATTACK))
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{
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setAttackTimer(RANGED_ATTACK, ranged_attack > 0 ? ranged_attack - (int32) p_time : 0);
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}
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if (int32 off_attack = getAttackTimer(OFF_ATTACK))
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if (int32 off_attack = getAttackTimer(OFF_ATTACK))
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{
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{
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setAttackTimer(OFF_ATTACK, off_attack > 0 ? off_attack - (int32) p_time : 0);
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setAttackTimer(OFF_ATTACK, off_attack > 0 ? off_attack - (int32) p_time : 0);
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}
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}
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}
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}
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if (int32 ranged_attack = getAttackTimer(RANGED_ATTACK))
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{
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setAttackTimer(RANGED_ATTACK, ranged_attack > 0 ? ranged_attack - (int32) p_time : 0);
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}
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// update abilities available only for fraction of time
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// update abilities available only for fraction of time
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UpdateReactives(p_time);
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UpdateReactives(p_time);
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