Core/Spells: fixed an UI visual glitch that was showing a spell as still being processed when it has been queued up and replaced by a 2nd request
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@@ -14598,6 +14598,10 @@ bool Unit::CanExecutePendingSpellCastRequest(SpellInfo const* spellInfo) const
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void Unit::RequestSpellCast(PendingSpellCastRequest castRequest, SpellInfo const* spellInfo)
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{
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// We are overriding an already existing spell cast request so inform the client that the old cast is being replaced
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if (_pendingSpellCastRequest.has_value())
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CancelPendingCastRequest();
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_pendingSpellCastRequest = castRequest;
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// If we can process the cast request right now, do it.
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