Ensure that all actions are compared to fixed point in time (ie. world update start)
Port From (https://github.com/TrinityCore/TrinityCore/commit/60663d1374beef3103f4787152654034fa4a8897)
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@@ -1729,7 +1729,7 @@ namespace Game.Spells
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if (unit.IsAlive() != target.alive)
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return;
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if (getState() == SpellState.Delayed && !m_spellInfo.IsPositive() && (Time.GetMSTime() - target.timeDelay) <= unit.m_lastSanctuaryTime)
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if (getState() == SpellState.Delayed && !m_spellInfo.IsPositive() && (GameTime.GetGameTimeMS() - target.timeDelay) <= unit.m_lastSanctuaryTime)
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return; // No missinfo in that case
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// Get original caster (if exist) and calculate damage/healing from him data
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