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Core/Unit: fixed Global cooldown cancelation on spell interrupt
Thanks to Nyeriah for the heads up
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@@ -3252,12 +3252,13 @@ void Unit::InterruptSpell(CurrentSpellTypes spellType, bool withDelayed, bool wi
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if (GetTypeId() == TYPEID_PLAYER)
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ToPlayer()->SendAutoRepeatCancel(this);
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m_currentSpells[spellType] = nullptr;
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if (spell->getState() != SPELL_STATE_FINISHED)
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spell->cancel();
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else
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{
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m_currentSpells[spellType] = nullptr;
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spell->SetReferencedFromCurrent(false);
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}
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}
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}
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