Core/Spells: fix delayed hit aura crash
Port From (https://github.com/TrinityCore/TrinityCore/commit/c8d7289245c0d60f25f355452574c1258baa7380)
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@@ -2084,7 +2084,10 @@ namespace Game.Spells
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}
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}
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else
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{
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hitInfo.HitAura = spellAura;
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spellAura.AddStaticApplication(unit, aura_effmask);
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}
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}
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}
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@@ -7663,6 +7666,7 @@ namespace Game.Spells
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public int AuraDuration;
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public int[] AuraBasePoints = new int[SpellConst.MaxEffects];
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public bool Positive = true;
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public UnitAura HitAura;
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Unit _spellHitTarget; // changed for example by reflect
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bool _enablePVP; // need to enable PVP at DoDamageAndTriggers?
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@@ -7964,9 +7968,9 @@ namespace Game.Spells
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else if (spell.GetCaster().IsGameObject() && spell.GetCaster().ToGameObject().GetAI() != null)
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spell.GetCaster().ToGameObject().GetAI().SpellHitTarget(_spellHitTarget, spell.m_spellInfo);
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if (spell.spellAura != null)
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if (HitAura != null)
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{
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AuraApplication aurApp = spell.spellAura.GetApplicationOfTarget(_spellHitTarget.GetGUID());
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AuraApplication aurApp = HitAura.GetApplicationOfTarget(_spellHitTarget.GetGUID());
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if (aurApp != null)
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{
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// only apply unapplied effects (for reapply case)
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