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*Use one dynobj to handle multiple aura effects.
--HG-- branch : trunk
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@@ -450,6 +450,7 @@ Spell::Spell( Unit* Caster, SpellEntry const *info, bool triggered, uint64 origi
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m_preCastSpell = 0;
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m_triggeredByAuraSpell = NULL;
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m_spellAura = NULL;
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m_spellDynObj = NULL;
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//Auto Shot & Shoot (wand)
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m_autoRepeat = IsAutoRepeatRangedSpell(m_spellInfo);
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@@ -6048,13 +6049,9 @@ void Spell::DelayedChannel()
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}
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}
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for(int j = 0; j < 3; ++j)
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{
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// partially interrupt persistent area auras
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DynamicObject* dynObj = m_caster->GetDynObject(m_spellInfo->Id, j);
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if(dynObj)
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dynObj->Delay(delaytime);
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}
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// partially interrupt persistent area auras
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if(DynamicObject* dynObj = m_caster->GetDynObject(m_spellInfo->Id))
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dynObj->Delay(delaytime);
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SendChannelUpdate(m_timer);
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}
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