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Core/Groups: use different variable for iterating over spell effects when initializing party member auras (#239)
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@@ -122,9 +122,9 @@ void WorldPackets::Party::PartyMemberState::Initialize(Player const* player)
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if (aurApp->GetFlags() & AFLAG_ANY_EFFECT_AMOUNT_SENT)
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{
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for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
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for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
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{
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if (AuraEffect const* aurEff = aurApp->GetBase()->GetEffect(i))
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if (AuraEffect const* aurEff = aurApp->GetBase()->GetEffect(j))
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aura.Points.push_back(aurEff->GetAmount());
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else
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aura.Points.push_back(0);
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@@ -171,9 +171,9 @@ void WorldPackets::Party::PartyMemberState::Initialize(Player const* player)
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if (aurApp->GetFlags() & AFLAG_ANY_EFFECT_AMOUNT_SENT)
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{
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for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
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for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
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{
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if (AuraEffect const* aurEff = aurApp->GetBase()->GetEffect(i))
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if (AuraEffect const* aurEff = aurApp->GetBase()->GetEffect(j))
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aura.Points.push_back(aurEff->GetAmount());
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else
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aura.Points.push_back(0);
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