Core/Spells: Allow persistent area auras to apply all of their effects upon creation.
Port From (https://github.com/TrinityCore/TrinityCore/commit/d8636d4cc603262da8454231d64bd09b604b25f7)
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@@ -1136,7 +1136,9 @@ namespace Game.Spells
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return;
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return;
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Cypher.Assert(dynObjAura.GetDynobjOwner() != null);
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Cypher.Assert(dynObjAura.GetDynobjOwner() != null);
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dynObjAura._ApplyEffectForTargets(effectInfo.EffectIndex);
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for (uint i = 0; i < m_spellInfo.GetEffects().Count; ++i)
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if (m_spellInfo.GetEffect(i).IsEffect(SpellEffectName.PersistentAreaAura))
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dynObjAura._ApplyEffectForTargets(i);
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}
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}
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[SpellEffectHandler(SpellEffectName.Energize)]
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[SpellEffectHandler(SpellEffectName.Energize)]
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