Entities/Unit: Fix an issue where Unit pointers could be left dangling if a channeled Charm was interrupted by a control aura application.
Port From (https://github.com/TrinityCore/TrinityCore/commit/d10554da14fb8371072567f673c9f919cbe6b929)
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@@ -7217,7 +7217,11 @@ 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 (allowMove && target.HasUnitState(UnitState.CantClientControl))
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{
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// this should never happen, otherwise m_unitBeingMoved might be left dangling!
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Cypher.Assert(GetUnitBeingMoved() == target);
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return;
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}
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ControlUpdate packet = new();
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packet.Guid = target.GetGUID();
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