Core/Spells: Fully prevent infinite proc loops and add logging to detect most spells that could possibly trigger this behavior at startup
Port From (https://github.com/TrinityCore/TrinityCore/commit/29eac37a16df2ec14cba89f4d6e28f54ca1a4e25)
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@@ -77,7 +77,8 @@ namespace Game.Entities
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MultiMap<uint, uint>[] m_spellImmune = new MultiMap<uint, uint>[(int)SpellImmunity.Max];
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SpellAuraInterruptFlags m_interruptMask;
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SpellAuraInterruptFlags2 m_interruptMask2;
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protected int m_procDeep;
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int m_procDeep; // tracked for proc system correctness (what spells should proc what)
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int m_procChainLength; // tracked to protect against infinite proc loops (hard limit, will disallow procs even if they should happen)
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SpellHistory _spellHistory;
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//Auras
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