Core/Combat Fix first autoattack being skipped after charging
Port From (https://github.com/TrinityCore/TrinityCore/commit/c783ba38d2e6a01f7a695737bc2f9297f824c62f)
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@@ -428,7 +428,7 @@ namespace Game.Entities
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m_achievementSys.UpdateTimedCriteria(diff);
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m_achievementSys.UpdateTimedCriteria(diff);
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if (HasUnitState(UnitState.MeleeAttacking) && !HasUnitState(UnitState.Casting))
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if (HasUnitState(UnitState.MeleeAttacking) && !HasUnitState(UnitState.Casting | UnitState.Charging))
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{
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{
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Unit victim = GetVictim();
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Unit victim = GetVictim();
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if (victim != null)
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if (victim != null)
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