*Make sure that any aura (in case of aura remove linked auras for example) won't survive Unit::RemoveAllAuras.
--HG-- branch : trunk
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@@ -1545,7 +1545,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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AuraMap const& GetOwnedAuras() const { return m_ownedAuras; }
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void RemoveOwnedAura(AuraMap::iterator &i, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
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void RemoveOwnedAura(uint32 spellId, uint64 caster, uint8 reqEffMask = 0, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
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void RemoveOwnedAura(uint32 spellId, uint64 caster = 0, uint8 reqEffMask = 0, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
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void RemoveOwnedAura(Aura * aura, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
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Aura * GetOwnedAura(uint32 spellId, uint64 casterGUID = 0, uint8 reqEffMask = 0) const;
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