Core/Entities: don't allow client control if player is still affected by any lose of control state
Port From (https://github.com/TrinityCore/TrinityCore/commit/29bfa32fc39de1d93fbdb272d48689174c547725)
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@@ -541,7 +541,9 @@ namespace Game.Entities
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NeedChangeAI = true;
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IsAIEnabled = false;
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}
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player.SetClientControl(this, true);
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if (!HasUnitState(UnitState.LostControl))
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player.SetClientControl(this, true);
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}
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EngageWithTarget(charmer);
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