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Entities/Player: Fix an edge case where overlapping CCs could prevent player movement from being re-enabled. f6f1c48 follow-up.
(cherry picked from commit 4e767f1c7c)
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@@ -25762,7 +25762,7 @@ void Player::SetClientControl(Unit* target, bool allowMove)
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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(UNIT_STATE_CONTROLLED))
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if (target->HasUnitState(UNIT_STATE_FLEEING | UNIT_STATE_CONFUSED))
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allowMove = false;
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WorldPackets::Movement::ControlUpdate data;
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