*Simply some writing of array pointer in aura functions.
--HG-- branch : trunk
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@@ -410,8 +410,8 @@ m_auraSlot(MAX_AURAS), m_auraLevel(1), m_procCharges(0), m_stackAmount(1),m_aura
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{
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if (m_auraFlags & (uint8(1) << i))
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{
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if (¤tBasePoints[0])
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m_partAuras[i]=CreateAuraEffect(this, i,¤tBasePoints[0]+i, caster, NULL, formalCaster);
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if (currentBasePoints)
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m_partAuras[i]=CreateAuraEffect(this, i,¤tBasePoints[i], caster, NULL, formalCaster);
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else
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m_partAuras[i]=CreateAuraEffect(this, i, NULL , caster, NULL, formalCaster);
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// correct flags if aura couldn't be created
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+3
-5
@@ -13595,18 +13595,16 @@ Aura * Unit::AddAuraEffect(uint32 spellId, uint8 effIndex, Unit* caster, int32 *
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if (aur)
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{
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AuraEffect *aurEffect = CreateAuraEffect(aur, effIndex, basePoints, caster);
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if (!aurEffect)
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return aur;
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if (!aur->SetPartAura(aurEffect, effIndex))
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if (aurEffect && !aur->SetPartAura(aurEffect, effIndex))
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delete aurEffect;
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}
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else
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{
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if (basePoints)
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{
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int32 amount [3];
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int32 amount[3];
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amount[effIndex] = *basePoints;
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aur = new Aura(spellInfo, 1<<effIndex, &amount[0], this ,caster);
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aur = new Aura(spellInfo, 1<<effIndex, amount, this ,caster);
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}
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else
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{
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