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authortrickerer <onlysuffering@gmail.com>2021-08-30 16:26:37 +0700
committerShauren <shauren.trinity@gmail.com>2022-03-13 23:43:50 +0100
commitc783ba38d2e6a01f7a695737bc2f9297f824c62f (patch)
treed18e0f5ed3c778622a41b7085fcfcc3d81fc5e60 /src
parenta19c71a77075b569192eca556635dba85ac6f2ec (diff)
Core/Combat Fix first autoattack being skipped after charging (#26860)
Fixes #25014 Fixes #24626 (cherry picked from commit 8729bec8449d06ce2bcd25c2a176923221bca2dd)
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 2fcf09032c2..1e0343efd96 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -1005,7 +1005,7 @@ void Player::Update(uint32 p_time)
m_achievementMgr->UpdateTimedCriteria(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())
{