Core/Spells: Apply spell modifiers multiple times to each cast, based on number of matched SpellFamilyFlags bits
Port From (https://github.com/TrinityCore/TrinityCore/commit/dfcd41abefec371e6af9db7db92c1dd55aa701ff)
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@@ -493,7 +493,7 @@ namespace Game.Spells
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// only passive and permament auras-active auras should have amount set on spellcast and not be affected
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// if aura is cast by others, it will not be affected
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if ((!aura.IsPassive() && !aura.IsPermanent() && !GetSpellInfo().IsUpdatingTemporaryAuraValuesBySpellMod())
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|| aura.GetCasterGUID() != guid || !aura.GetSpellInfo().IsAffectedBySpellMod(m_spellmod))
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|| aura.GetCasterGUID() != guid || !aura.GetSpellInfo().IsAffectedBySpellMods() || aura.GetSpellInfo().IsAffectedBySpellMod(m_spellmod) == 0)
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continue;
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if (recalculateEffectIndex.HasValue)
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