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Merge branch 'master' into Playerbot
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@@ -386,7 +386,7 @@ void Unit::Update(uint32 p_time)
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// WARNING! Order of execution here is important, do not change.
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// Spells must be processed with event system BEFORE they go to _UpdateSpells.
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// Or else we may have some SPELL_STATE_FINISHED spells stalled in pointers, that is bad.
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m_Events.Update(p_time);
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WorldObject::Update(p_time);
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if (!IsInWorld())
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return;
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@@ -15777,7 +15777,6 @@ void Unit::CleanupBeforeRemoveFromMap(bool finalCleanup)
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if (finalCleanup)
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m_cleanupDone = true;
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m_Events.KillAllEvents(false); // non-delatable (currently casted spells) will not deleted now but it will deleted at call in Map::RemoveAllObjectsInRemoveList
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CombatStop();
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ClearComboPoints();
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ClearComboPointHolders();
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