Core/Spells: Don't save channeled auras
Port From (https://github.com/TrinityCore/TrinityCore/commit/56cd9de144cdf617c725000e2a29eccc1babeb21)
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@@ -934,6 +934,9 @@ namespace Game.Spells
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if (IsPassive())
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if (IsPassive())
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return false;
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return false;
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if (GetSpellInfo().IsChanneled())
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return false;
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// Check if aura is single target, not only spell info
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// Check if aura is single target, not only spell info
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if (GetCasterGUID() != GetOwner().GetGUID() || IsSingleTarget())
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if (GetCasterGUID() != GetOwner().GetGUID() || IsSingleTarget())
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if (GetSpellInfo().IsSingleTarget())
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if (GetSpellInfo().IsSingleTarget())
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