Core/Spells: rework part 3: spells only handle at most one UnitAura and one DynObjAura during its lifetime
Port From (https://github.com/TrinityCore/TrinityCore/commit/f3548d45d0a74203ef6f5c7282c31ba794ddf7a1)
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@@ -89,7 +89,10 @@ namespace Game.Chat
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if (spellInfo != null)
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{
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ObjectGuid castId = ObjectGuid.Create(HighGuid.Cast, SpellCastSource.Normal, target.GetMapId(), spellId, target.GetMap().GenerateLowGuid(HighGuid.Cast));
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Aura.TryRefreshStackOrCreate(spellInfo, castId, SpellConst.MaxEffectMask, target, target, target.GetMap().GetDifficultyID());
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AuraCreateInfo createInfo = new(castId, spellInfo, target.GetMap().GetDifficultyID(), SpellConst.MaxEffectMask, target);
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createInfo.SetCaster(target);
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Aura.TryRefreshStackOrCreate(createInfo);
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}
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return true;
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