Core/Spells: Added additional validation to loading spell_linked_spell to prevent infinite loops
Port From (https://github.com/TrinityCore/TrinityCore/commit/badb55bfd97c16fecfb8cd73ba99e39ecb6b622d)
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@@ -2312,7 +2312,7 @@ namespace Game.Spells
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// trigger linked auras remove/apply
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// @todo remove/cleanup this, as this table is not documented and people are doing stupid things with it
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var spellTriggered = Global.SpellMgr.GetSpellLinked((int)m_spellInfo.Id + (int)SpellLinkedType.Hit);
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var spellTriggered = Global.SpellMgr.GetSpellLinked(SpellLinkedType.Hit, m_spellInfo.Id);
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if (spellTriggered != null)
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{
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foreach (var id in spellTriggered)
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@@ -2894,7 +2894,7 @@ namespace Game.Spells
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CallScriptAfterCastHandlers();
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var spell_triggered = Global.SpellMgr.GetSpellLinked((int)m_spellInfo.Id);
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var spell_triggered = Global.SpellMgr.GetSpellLinked(SpellLinkedType.Cast, m_spellInfo.Id);
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if (spell_triggered != null)
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{
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foreach (var spellId in spell_triggered)
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