@@ -7828,7 +7828,7 @@ bool Unit::HandleModDamagePctTakenAuraProc(Unit *pVictim, uint32 /*damage*/, Aur
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// Used in case when access to whole aura is needed
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// All procs should be handled like this...
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bool Unit::HandleAuraProc(Unit * pVictim, uint32 damage, Aura * triggeredByAura, SpellEntry const * procSpell, uint32 /*procFlag*/, uint32 procEx, uint32 /*cooldown*/, bool * handled)
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bool Unit::HandleAuraProc(Unit * pVictim, uint32 damage, Aura * triggeredByAura, SpellEntry const * procSpell, uint32 /*procFlag*/, uint32 procEx, uint32 cooldown, bool * handled)
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{
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SpellEntry const *dummySpell = triggeredByAura->GetSpellProto();
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@@ -8013,6 +8013,18 @@ bool Unit::HandleAuraProc(Unit * pVictim, uint32 damage, Aura * triggeredByAura,
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switch(dummySpell->Id)
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{
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// Bone Shield cooldown
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case 49222:
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{
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*handled = true;
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if (cooldown && GetTypeId() == TYPEID_PLAYER)
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{
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if (ToPlayer()->HasSpellCooldown(100000))
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return false;
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ToPlayer()->AddSpellCooldown(100000, 0, time(NULL) + cooldown);
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}
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return true;
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}
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// Hungering Cold aura drop
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case 51209:
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*handled = true;
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