Core/Units: fixed a inversed logic mistake when determining when to remove auras with SpellAuraInterruptFlags::UnderWater
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@@ -3193,9 +3193,9 @@ void Unit::ProcessTerrainStatusUpdate(ZLiquidStatus status, Optional<LiquidData>
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// remove appropriate auras if we are swimming/not swimming respectively
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if (status & MAP_LIQUID_STATUS_SWIMMING)
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::AboveWater);
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else
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::UnderWater);
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else
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::AboveWater);
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// liquid aura handling
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LiquidTypeEntry const* curLiquid = nullptr;
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