cache SpellSpecific and AuraState information instead of computing them each time they're needed
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@@ -3922,7 +3922,7 @@ namespace Game.Entities
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}
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bool auraStateFound = false;
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AuraStateType auraState = aura.GetSpellInfo().GetAuraState(GetMap().GetDifficultyID());
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AuraStateType auraState = aura.GetSpellInfo().GetAuraState();
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if (auraState != 0)
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{
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bool canBreak = false;
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@@ -4095,7 +4095,7 @@ namespace Game.Entities
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return;
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// Update target aura state flag
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AuraStateType aState = aura.GetSpellInfo().GetAuraState(GetMap().GetDifficultyID());
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AuraStateType aState = aura.GetSpellInfo().GetAuraState();
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if (aState != 0)
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ModifyAuraState(aState, true);
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@@ -1881,7 +1881,7 @@ namespace Game.Entities
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AddInterruptMask((uint)aurSpellInfo.AuraInterruptFlags);
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}
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AuraStateType aState = aura.GetSpellInfo().GetAuraState(GetMap().GetDifficultyID());
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AuraStateType aState = aura.GetSpellInfo().GetAuraState();
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if (aState != 0)
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m_auraStateAuras.Add(aState, aurApp);
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