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authortrickerer <onlysuffering@gmail.com>2021-08-30 16:26:37 +0700
committerGitHub <noreply@github.com>2021-08-30 11:26:37 +0200
commit8729bec8449d06ce2bcd25c2a176923221bca2dd (patch)
treed7b0073f868cecba70e6bbd800ee4e10ec11bc39 /src
parentcb764a932d640698ed7cd92dd1e02d08243a8ad3 (diff)
Core/Combat Fix first autoattack being skipped after charging (#26860)
Fixes #25014 Fixes #24626
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Player/Player.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 9402f1904df..e7fd4ab5b53 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -1088,7 +1088,7 @@ void Player::Update(uint32 p_time)
m_achievementMgr->UpdateTimedAchievements(p_time);
- if (HasUnitState(UNIT_STATE_MELEE_ATTACKING) && !HasUnitState(UNIT_STATE_CASTING))
+ if (HasUnitState(UNIT_STATE_MELEE_ATTACKING) && !HasUnitState(UNIT_STATE_CASTING | UNIT_STATE_CHARGING))
{
if (Unit* victim = GetVictim())
{