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Core/Spells: tweak 'neutral' spell positivity
- Fixes Mind Control dummy self aura appearing as a debuff
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@@ -3801,7 +3801,7 @@ void SpellInfo::_InitializeSpellPositivity()
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switch (Effects[i].ApplyAuraName)
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{
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// has other non positive effect?
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// then it should be marked negative despite of targets (ex 8510, 8511, 8893, 10267)
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// then it should be marked negative if has same target as negative effect (ex 8510, 8511, 8893, 10267)
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case SPELL_AURA_DUMMY:
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case SPELL_AURA_MOD_STUN:
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case SPELL_AURA_MOD_FEAR:
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@@ -3809,9 +3809,13 @@ void SpellInfo::_InitializeSpellPositivity()
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case SPELL_AURA_TRANSFORM:
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case SPELL_AURA_MOD_ATTACKSPEED:
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case SPELL_AURA_MOD_DECREASE_SPEED:
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if (!IsPositive())
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AttributesCu |= (SPELL_ATTR0_CU_NEGATIVE_EFF0 << i);
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{
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for (uint8 j = i + 1; j < MAX_SPELL_EFFECTS; ++j)
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if (!IsPositiveEffect(j) && Effects[i].TargetA.GetTarget() == Effects[j].TargetA.GetTarget() && Effects[i].TargetB.GetTarget() == Effects[j].TargetB.GetTarget())
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AttributesCu |= (SPELL_ATTR0_CU_NEGATIVE_EFF0 << i);
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break;
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}
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default:
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break;
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}
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