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Core/Combat Fix first autoattack being skipped after charging (#26860)
Fixes #25014 Fixes #24626
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@@ -1088,7 +1088,7 @@ void Player::Update(uint32 p_time)
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m_achievementMgr->UpdateTimedAchievements(p_time);
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if (HasUnitState(UNIT_STATE_MELEE_ATTACKING) && !HasUnitState(UNIT_STATE_CASTING))
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if (HasUnitState(UNIT_STATE_MELEE_ATTACKING) && !HasUnitState(UNIT_STATE_CASTING | UNIT_STATE_CHARGING))
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{
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if (Unit* victim = GetVictim())
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{
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