Core/Entities: unit states cleanup
Port From (https://github.com/TrinityCore/TrinityCore/commit/70c26d53cb94f0e78a57ecc2279c960370891aa4)
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@@ -2945,7 +2945,7 @@ namespace Game.Entities
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}
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if (!noTurnDuringCast)
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AddUnitState(UnitState.CannotTurn);
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AddUnitState(UnitState.Focusing);
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}
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public override bool IsFocusing(Spell focusSpell = null, bool withDelay = false)
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@@ -3000,7 +3000,7 @@ namespace Game.Entities
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MustReacquireTarget();
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if (_focusSpell.GetSpellInfo().HasAttribute(SpellAttr5.DontTurnDuringCast))
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ClearUnitState(UnitState.CannotTurn);
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ClearUnitState(UnitState.Focusing);
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_focusSpell = null;
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_focusDelay = (!IsPet() && withDelay) ? GameTime.GetGameTimeMS() : 0; // don't allow re-target right away to prevent visual bugs
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