Core/Auras: implemented PROC_FLAG_HEARTBEAT and moved food/drink emote mechanic into heartbeat handling
Port From (https://github.com/TrinityCore/TrinityCore/commit/d60b4e5b199d56477010941fc1d3aff9eb7064a2)
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@@ -2561,6 +2561,17 @@ namespace Game.Entities
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// SMSG_FLIGHT_SPLINE_SYNC for cyclic splines
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SendFlightSplineSyncUpdate();
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// Trigger heartbeat procs and generic aura behavior such as food emotes
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TriggerAuraHeartbeat();
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}
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void TriggerAuraHeartbeat()
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{
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foreach (var (_, auraApplication) in m_appliedAuras)
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auraApplication.GetBase().Heartbeat();
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Unit.ProcSkillsAndAuras(this, null, new ProcFlagsInit(ProcFlags.Heartbeat), new ProcFlagsInit(ProcFlags.None), ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null);
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}
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public bool HaveOffhandWeapon()
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