Core/Spells: rework part 3: spells only handle at most one UnitAura and one DynObjAura during its lifetime
# Conflicts: # src/server/game/Spells/Auras/SpellAuras.h
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@@ -317,7 +317,12 @@ public:
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uint32 spellId = handler->extractSpellIdFromLink((char*)args);
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if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId))
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Aura::TryRefreshStackOrCreate(spellInfo, MAX_EFFECT_MASK, target, target);
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{
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AuraCreateInfo createInfo(spellInfo, MAX_EFFECT_MASK, target);
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createInfo.SetCaster(target);
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Aura::TryRefreshStackOrCreate(createInfo);
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}
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return true;
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}
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