Core/Spells: Do not reset periodic timer for stacking DoTs on recast
Port From (https://github.com/TrinityCore/TrinityCore/commit/c42470ffb70ddf90ce0d3f447c0e57548be17192)
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@@ -2138,7 +2138,7 @@ namespace Game.Spells
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// delayed spells with multiple targets need to create a new aura object, otherwise we'll access a deleted aura
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// delayed spells with multiple targets need to create a new aura object, otherwise we'll access a deleted aura
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if (hitInfo.HitAura == null)
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if (hitInfo.HitAura == null)
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{
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{
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bool resetPeriodicTimer = !_triggeredCastFlags.HasFlag(TriggerCastFlags.DontResetPeriodicTimer);
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bool resetPeriodicTimer = (m_spellInfo.StackAmount < 2) && !_triggeredCastFlags.HasFlag(TriggerCastFlags.DontResetPeriodicTimer);
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uint allAuraEffectMask = Aura.BuildEffectMaskForOwner(m_spellInfo, SpellConst.MaxEffectMask, unit);
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uint allAuraEffectMask = Aura.BuildEffectMaskForOwner(m_spellInfo, SpellConst.MaxEffectMask, unit);
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AuraCreateInfo createInfo = new(m_castId, m_spellInfo, GetCastDifficulty(), allAuraEffectMask, unit);
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AuraCreateInfo createInfo = new(m_castId, m_spellInfo, GetCastDifficulty(), allAuraEffectMask, unit);
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