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fix (Core/Unit): add AutoRpeatSpell delay to Auto Shot as well (#19603)
Update Unit.cpp
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@@ -3875,7 +3875,7 @@ void Unit::_UpdateAutoRepeatSpell()
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static uint32 const HUNTER_AUTOSHOOT = 75;
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// Check "realtime" interrupts
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if ((IsPlayer() && ToPlayer()->isMoving() && spellProto->Id != HUNTER_AUTOSHOOT) || IsNonMeleeSpellCast(false, false, true, spellProto->Id == HUNTER_AUTOSHOOT))
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if ((IsPlayer() && ToPlayer()->isMoving()) || IsNonMeleeSpellCast(false, false, true, spellProto->Id == HUNTER_AUTOSHOOT))
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{
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// cancel wand shoot
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if (spellProto->Id != HUNTER_AUTOSHOOT)
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@@ -3884,8 +3884,7 @@ void Unit::_UpdateAutoRepeatSpell()
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return;
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}
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// Apply delay (Hunter's autoshoot not affected)
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if (m_AutoRepeatFirstCast && getAttackTimer(RANGED_ATTACK) < 500 && spellProto->Id != HUNTER_AUTOSHOOT)
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if (m_AutoRepeatFirstCast && getAttackTimer(RANGED_ATTACK) < 500)
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{
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setAttackTimer(RANGED_ATTACK, 500);
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}
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