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Core/Spells: Check to see if a totem has a passive aura. If so: Add the aura directly, if not: Cast the spell.
Fixes #3264 Fixes #3294
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@@ -86,9 +86,15 @@ void Totem::InitStats(uint32 duration)
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void Totem::InitSummon()
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void Totem::InitSummon()
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{
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{
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// use AddAura instead of CastSpell - this in fact should be an AddSpell equivalent for creatures, but nothing like that exists so far.
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if (m_type == TOTEM_PASSIVE)
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if (m_type == TOTEM_PASSIVE)
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AddAura(GetSpell(), this);
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{
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(GetSpell());
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// use AddAura instead of CastSpell if it's a passive aura - this in fact should be an AddSpell equivalent for creatures, but nothing like that exists so far.
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if (spellInfo->Attributes & SPELL_ATTR0_PASSIVE)
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AddAura(spellInfo->Id, this);
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else
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CastSpell(this, spellInfo->Id, true);
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}
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// Some totems can have both instant effect and passive spell
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// Some totems can have both instant effect and passive spell
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if (GetSpell(1))
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if (GetSpell(1))
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