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fix(Scripts/Spell): Fix Animal Blood spawning when it shouldn't (#23656)
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@@ -2019,16 +2019,17 @@ class spell_gen_animal_blood : public AuraScript
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{
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{
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// Remove all auras with spell id 46221, except the one currently being applied
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// Remove all auras with spell id 46221, except the one currently being applied
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while (Aura* aur = GetUnitOwner()->GetOwnedAura(SPELL_ANIMAL_BLOOD, ObjectGuid::Empty, ObjectGuid::Empty, 0, GetAura()))
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while (Aura* aur = GetUnitOwner()->GetOwnedAura(SPELL_ANIMAL_BLOOD, ObjectGuid::Empty, ObjectGuid::Empty, 0, GetAura()))
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GetUnitOwner()->RemoveOwnedAura(aur);
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GetUnitOwner()->RemoveOwnedAura(aur, AURA_REMOVE_BY_EXPIRE);
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}
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}
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void OnRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
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void OnRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
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{
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{
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if (GetTargetApplication()->GetRemoveMode() == AURA_REMOVE_BY_EXPIRE)
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return;
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if (Unit* owner = GetUnitOwner())
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if (Unit* owner = GetUnitOwner())
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{
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owner->CastSpell(owner, SPELL_SPAWN_BLOOD_POOL, true);
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owner->CastSpell(owner, SPELL_SPAWN_BLOOD_POOL, true);
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}
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}
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}
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void Register() override
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void Register() override
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{
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{
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