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*Fix a bug that some spell effects are applied twice.
--HG-- branch : trunk
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@@ -775,7 +775,7 @@ void Spell::AddUnitTarget(Unit* pVictim, uint32 effIndex)
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if(!CheckTarget(pVictim, effIndex))
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return;
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// Check for effect immune skip if immuned
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bool immuned = pVictim->IsImmunedToSpellEffect(m_spellInfo, effIndex);
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@@ -2643,9 +2643,13 @@ void Spell::_handle_immediate_phase()
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if(!m_targets.HasDst())
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m_targets.setDestination(m_caster);
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HandleEffects(m_originalCaster, NULL, NULL, j);
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m_effectMask |= (1<<j);
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}
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else if(spellmgr.EffectTargetType[m_spellInfo->Effect[j]] == SPELL_REQUIRE_NONE)
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{
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HandleEffects(m_originalCaster, NULL, NULL, j);
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m_effectMask |= (1<<j);
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}
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}
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}
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