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)
This commit is contained in:
@@ -542,7 +542,13 @@ namespace Game.Entities
|
||||
|
||||
AuraLoadEffectInfo info = effectInfo[key];
|
||||
ObjectGuid castId = ObjectGuid.Create(HighGuid.Cast, SpellCastSource.Normal, GetMapId(), spellInfo.Id, GetMap().GenerateLowGuid(HighGuid.Cast));
|
||||
Aura aura = Aura.TryCreate(spellInfo, castId, key.EffectMask, this, null, difficulty, info.BaseAmounts, null, casterGuid, itemGuid, castItemId, castItemLevel);
|
||||
|
||||
AuraCreateInfo createInfo = new(castId, spellInfo, difficulty, key.EffectMask, this);
|
||||
createInfo.SetCasterGUID(casterGuid);
|
||||
createInfo.SetBaseAmount(info.BaseAmounts);
|
||||
createInfo.SetCastItem(itemGuid, castItemId, castItemLevel);
|
||||
|
||||
Aura aura = Aura.TryCreate(createInfo);
|
||||
if (aura != null)
|
||||
{
|
||||
if (!aura.CanBeSaved())
|
||||
|
||||
Reference in New Issue
Block a user