Core/Spell: properly add SPELLMOD_COOLDOWN to spells without initial cooldown
Port From (https://github.com/TrinityCore/TrinityCore/commit/248fd9691bc0f9302455d14c06b6554ff7d3d888)
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@@ -357,10 +357,10 @@ namespace Game.Spells
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Player modOwner = _owner.GetSpellModOwner();
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Player modOwner = _owner.GetSpellModOwner();
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if (modOwner)
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if (modOwner)
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{
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{
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if (cooldown > 0)
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if (cooldown >= 0)
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modOwner.ApplySpellMod(spellInfo.Id, SpellModOp.Cooldown, ref cooldown, spell);
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modOwner.ApplySpellMod(spellInfo.Id, SpellModOp.Cooldown, ref cooldown, spell);
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if (categoryCooldown > 0 && !spellInfo.HasAttribute(SpellAttr6.IgnoreCategoryCooldownMods))
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if (categoryCooldown >= 0 && !spellInfo.HasAttribute(SpellAttr6.IgnoreCategoryCooldownMods))
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modOwner.ApplySpellMod(spellInfo.Id, SpellModOp.Cooldown, ref categoryCooldown, spell);
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modOwner.ApplySpellMod(spellInfo.Id, SpellModOp.Cooldown, ref categoryCooldown, spell);
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}
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}
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