Restore used spell mods if spell cast fails.
--HG-- branch : trunk
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@@ -1447,6 +1447,7 @@ class TRINITY_DLL_SPEC Player : public Unit
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bool IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell = NULL);
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template <class T> T ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell const* spell = NULL);
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void RemoveSpellMods(Spell const* spell);
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void RestoreSpellMods(Spell const* spell);
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bool HasSpellCooldown(uint32 spell_id) const
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{
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@@ -2396,4 +2397,3 @@ template <class T> T Player::ApplySpellMod(uint32 spellId, SpellModOp op, T &bas
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return T(diff);
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}
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#endif
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