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Core/Entities: don't allow client control if player is still affected by any lose of control state
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@@ -262,7 +262,7 @@ enum UnitState : uint32
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UNIT_STATE_MOVING = UNIT_STATE_ROAMING_MOVE | UNIT_STATE_CONFUSED_MOVE | UNIT_STATE_FLEEING_MOVE | UNIT_STATE_CHASE_MOVE | UNIT_STATE_FOLLOW_MOVE,
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UNIT_STATE_CONTROLLED = UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING,
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UNIT_STATE_CANT_CLIENT_CONTROL = UNIT_STATE_CHARMED | UNIT_STATE_FLEEING | UNIT_STATE_CONFUSED | UNIT_STATE_POSSESSED,
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UNIT_STATE_LOST_CONTROL = UNIT_STATE_CONTROLLED | UNIT_STATE_JUMPING | UNIT_STATE_CHARGING,
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UNIT_STATE_LOST_CONTROL = UNIT_STATE_CONTROLLED | UNIT_STATE_POSSESSED | UNIT_STATE_JUMPING | UNIT_STATE_CHARGING,
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UNIT_STATE_CANNOT_AUTOATTACK = UNIT_STATE_CONTROLLED | UNIT_STATE_CHARGING | UNIT_STATE_CASTING,
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UNIT_STATE_SIGHTLESS = UNIT_STATE_LOST_CONTROL | UNIT_STATE_EVADE,
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UNIT_STATE_CANNOT_TURN = UNIT_STATE_LOST_CONTROL | UNIT_STATE_ROTATING | UNIT_STATE_FOCUSING,
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