Core/Auras: Fix refresh of auras with spellmodifiers applied to currently cast spell.
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@@ -19609,7 +19609,7 @@ void Player::AddSpellMod(SpellModifier* mod, bool apply)
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}
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// Restore spellmods in case of failed cast
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void Player::RestoreSpellMods(Spell* spell, uint32 ownerAuraId)
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void Player::RestoreSpellMods(Spell* spell, uint32 ownerAuraId, Aura* aura)
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{
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if (!spell || spell->m_appliedMods.empty())
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return;
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@@ -19628,6 +19628,9 @@ void Player::RestoreSpellMods(Spell* spell, uint32 ownerAuraId)
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if (ownerAuraId && (ownerAuraId != mod->ownerAura->GetSpellProto()->Id))
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continue;
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if (aura && mod->ownerAura != aura)
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continue;
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// check if mod affected this spell
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Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
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if (iterMod == spell->m_appliedMods.end())
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@@ -19653,6 +19656,13 @@ void Player::RestoreSpellMods(Spell* spell, uint32 ownerAuraId)
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}
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}
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void Player::RestoreAllSpellMods(uint32 ownerAuraId, Aura* aura)
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{
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for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
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if (m_currentSpells[i])
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RestoreSpellMods(m_currentSpells[i], ownerAuraId, aura);
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}
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void Player::RemoveSpellMods(Spell* spell)
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{
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if (!spell)
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@@ -1658,7 +1658,8 @@ class Player : public Unit, public GridObject<Player>
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bool IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell* spell = NULL);
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template <class T> T ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell* spell = NULL);
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void RemoveSpellMods(Spell* spell);
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void RestoreSpellMods(Spell* spell, uint32 ownerAuraId=0);
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void RestoreSpellMods(Spell* spell, uint32 ownerAuraId = 0, Aura* aura = NULL);
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void RestoreAllSpellMods(uint32 ownerAuraId = 0, Aura* aura = NULL);
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void DropModCharge(SpellModifier* mod, Spell* spell);
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void SetSpellModTakingSpell(Spell* spell, bool apply);
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@@ -2115,6 +2115,8 @@ class Unit : public WorldObject
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bool m_isSorted;
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uint32 m_transform;
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Spell* m_currentSpells[CURRENT_MAX_SPELL];
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AuraMap m_ownedAuras;
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AuraApplicationMap m_appliedAuras;
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AuraList m_removedAuras;
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@@ -2185,8 +2187,6 @@ class Unit : public WorldObject
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uint32 m_CombatTimer;
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uint32 m_lastManaUse; // msecs
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Spell* m_currentSpells[CURRENT_MAX_SPELL];
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Diminishing m_Diminishing;
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// Manage all Units that are threatened by us
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HostileRefManager m_HostileRefManager;
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