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*Check auraname when auraeffect is constructed
--HG-- branch : trunk
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@@ -4099,7 +4099,6 @@ void Unit::RemoveAurasDueToItemSpell(Item* castItem,uint32 spellId)
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void Unit::RemoveAurasByType(AuraType auraType, uint64 casterGUID, Aura * except)
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{
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if (auraType >= TOTAL_AURAS) return;
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for (AuraEffectList::iterator iter = m_modAuras[auraType].begin(); iter != m_modAuras[auraType].end();)
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{
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Aura * aur = (*iter)->GetParentAura();
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@@ -4116,7 +4115,6 @@ void Unit::RemoveAurasByType(AuraType auraType, uint64 casterGUID, Aura * except
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void Unit::RemoveAurasByTypeWithDispel(AuraType auraType, Spell * spell)
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{
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if (auraType >= TOTAL_AURAS) return;
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std::queue < std::pair < uint32, uint64 > > remove_list;
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for (AuraEffectList::iterator iter = m_modAuras[auraType].begin(); iter != m_modAuras[auraType].end();++iter)
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@@ -11999,10 +11997,10 @@ typedef std::list< ProcTriggeredData > ProcTriggeredList;
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// for example SPELL_AURA_MECHANIC_IMMUNITY - need check for mechanic
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bool InitTriggerAuraData()
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{
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for (int i=0;i<TOTAL_AURAS;i++)
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for (int i = 0; i < TOTAL_AURAS; ++i)
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{
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isTriggerAura[i]=false;
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isNonTriggerAura[i] = false;
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isTriggerAura[i]=false;
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isNonTriggerAura[i] = false;
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}
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isTriggerAura[SPELL_AURA_DUMMY] = true;
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isTriggerAura[SPELL_AURA_MOD_CONFUSE] = true;
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