Core/Auras: Move AuraEffect::TriggerSpell missing spell error log to debug.
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@@ -54,11 +54,6 @@ int TurretAI::Permissible(const Creature * /*creature*/)
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return PERMIT_BASE_NO;
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}
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int AOEAI::Permissible(const Creature * /*creature*/)
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{
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return PERMIT_BASE_NO;
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}
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int VehicleAI::Permissible(const Creature * /*creature*/)
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{
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return PERMIT_BASE_NO;
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@@ -2484,7 +2484,7 @@ void AuraEffect::TriggerSpell(Unit * target, Unit * caster) const
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Creature* c = triggerTarget->ToCreature();
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if (!c || (c && !sScriptMgr->OnDummyEffect(caster, GetId(), SpellEffIndex(GetEffIndex()), triggerTarget->ToCreature())) ||
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(c && !c->AI()->sOnDummyEffect(caster, GetId(), SpellEffIndex(GetEffIndex()))))
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sLog->outError("AuraEffect::TriggerSpell: Spell %u has value 0 in EffectTriggered[%d] and is therefor not handled. Define as custom case?", GetId(), GetEffIndex());
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sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "AuraEffect::TriggerSpell: Spell %u has non-existent spell %u in EffectTriggered[%d] and is therefor not triggered.", GetId(), triggerSpellId, GetEffIndex());
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}
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}
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