From c5ed2f5a97eadd28126e692bcf9df21e62679a51 Mon Sep 17 00:00:00 2001 From: hondacrx Date: Mon, 15 Nov 2021 23:14:01 -0500 Subject: [PATCH] Core/Spells: fix issues with delayed spells and auras Port From (https://github.com/TrinityCore/TrinityCore/commit/87486cecffa9752c59cf8766757f79d2e528d152) --- Source/Game/Spells/Spell.cs | 10 +--------- 1 file changed, 1 insertion(+), 9 deletions(-) diff --git a/Source/Game/Spells/Spell.cs b/Source/Game/Spells/Spell.cs index 1a20d0ba9..67e69c598 100644 --- a/Source/Game/Spells/Spell.cs +++ b/Source/Game/Spells/Spell.cs @@ -2012,15 +2012,7 @@ namespace Game.Spells if (caster != null) { // delayed spells with multiple targets need to create a new aura object, otherwise we'll access a deleted aura - if (m_spellInfo.HasHitDelay() && !m_spellInfo.IsChanneled()) - { - spellAura = null; - Aura aura = unit.GetAura(m_spellInfo.Id, caster.GetGUID(), m_CastItem ? m_CastItem.GetGUID() : ObjectGuid.Empty, aura_effmask); - if (aura != null) - spellAura = aura.ToUnitAura(); - } - - if (spellAura == null) + if (spellAura == null || (m_spellInfo.HasHitDelay() && !m_spellInfo.IsChanneled())) { bool resetPeriodicTimer = !_triggeredCastFlags.HasFlag(TriggerCastFlags.DontResetPeriodicTimer); uint allAuraEffectMask = Aura.BuildEffectMaskForOwner(m_spellInfo, SpellConst.MaxEffectMask, unit);