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Core/Spells: rework part 1: Improved positive detection logic
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@@ -2671,7 +2671,8 @@ SpellMissInfo Spell::DoSpellHitOnUnit(Unit* unit, uint32 effectMask, bool scaleA
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{
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for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
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{
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if ((effectMask & (1 << i)) && !aurSpellInfo->IsPositiveEffect(i))
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// mod duration only for effects applying aura!
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if ((aura_effmask & (1 << i)) && !aurSpellInfo->IsPositiveEffect(i))
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{
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positive = false;
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break;
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