Entities/Player: Fix an edge case where overlapping CCs could prevent player movement from being re-enabled.
Port From (https://github.com/TrinityCore/TrinityCore/commit/096269349cd82a44f57f36b17dfe4e5e32a39f9a)
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@@ -7226,7 +7226,7 @@ namespace Game.Entities
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}
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// still affected by some aura that shouldn't allow control, only allow on last such aura to be removed
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if (target.HasUnitState(UnitState.Controlled))
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if (target.HasUnitState(UnitState.Fleeing | UnitState.Confused))
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allowMove = false;
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ControlUpdate packet = new();
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