Core/Spells: rework part 1: Improved positive detection logic
Port From (https://github.com/TrinityCore/TrinityCore/commit/1e1415a49128d034c8d48aa8cbb5d157200371b0)
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@@ -2281,7 +2281,8 @@ namespace Game.Spells
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{
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for (uint i = 0; i < SpellConst.MaxEffects; ++i)
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{
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if ((effectMask & (1 << (int)i)) != 0 && !m_spellInfo.IsPositiveEffect(i))
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// mod duration only for effects applying aura!
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if ((aura_effmask & (1 << (int)i)) != 0 && !m_spellInfo.IsPositiveEffect(i))
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{
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positive = false;
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break;
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