Core/Spells: send rune cooldowns even after miss to match sniff data
Port From (https://github.com/TrinityCore/TrinityCore/commit/4b7465aad8bb93b69da3a8beeb538d8e63569d0b)
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@@ -4051,9 +4051,6 @@ namespace Game.Spells
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HasPowerTypeCost(PowerType.Runes) && !_triggeredCastFlags.HasAnyFlag(TriggerCastFlags.IgnorePowerCost))
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HasPowerTypeCost(PowerType.Runes) && !_triggeredCastFlags.HasAnyFlag(TriggerCastFlags.IgnorePowerCost))
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{
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{
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castFlags |= SpellCastFlags.NoGCD; // not needed, but it's being sent according to sniffs
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castFlags |= SpellCastFlags.NoGCD; // not needed, but it's being sent according to sniffs
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// Only send rune cooldowns when there has been a change
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if (m_runesState != m_caster.ToPlayer().GetRunesState())
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castFlags |= SpellCastFlags.RuneList; // rune cooldowns list
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castFlags |= SpellCastFlags.RuneList; // rune cooldowns list
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}
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}
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@@ -4579,7 +4576,7 @@ namespace Game.Spells
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healPrediction = prediction;
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healPrediction = prediction;
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}
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}
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};
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}
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if (IsEmpowerSpell())
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if (IsEmpowerSpell())
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{
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{
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@@ -8243,7 +8240,7 @@ namespace Game.Spells
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}
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}
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return true;
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return true;
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};
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}
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foreach (var script in m_loadedScripts)
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foreach (var script in m_loadedScripts)
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{
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{
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